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Adam Bishop's Blog


Adam is the creator of the independent experimental game Time Flows, But Does Not Return and has taken part in the Experimental Gameplay Project.

He's also the author of the political noir fantasy novel The Disillusioners.

Adam has previously worked for a large game developer in Montreal, but is now a programmer in another industry. While his formal education is in the history of 20th century international relations, he has been making games in some form or other (board games, card games, video games) for most of his life and it's a field he'll continue to be a part of.  He currently has multiple projects in the works, which may make all of them less likely to ever see the light of day.


Member Blogs

Posted by Adam Bishop on Fri, 12 Oct 2012 03:20:00 EDT in Design, Console/PC
"Don't bother," she said.

Posted by Adam Bishop on Thu, 09 Aug 2012 06:05:00 EDT in Design, Programming, Console/PC, Indie
Want to start making video games but don't know where to start? I've got a few suggestions.

Posted by Adam Bishop on Sat, 17 Mar 2012 04:21:00 EDT in Design, Console/PC
Developers build a trust with players over the course of a game. Don't betray it for the sake of a "shocking" plot twist.

Posted by Adam Bishop on Sun, 01 Jan 2012 03:12:00 EST in Design, Production, Indie
Digital sales aren't just affecting which games I play, they're affecting how I play them too.

Posted by Adam Bishop on Sat, 16 Oct 2010 01:21:00 EDT in
An account of the constant sexual harassment I've witnessed in this industry and why gamers need to stop feeding into it.

Posted by Adam Bishop on Wed, 06 Oct 2010 02:04:00 EDT in Design
Why the concept of "replay value" typically misses the point.

Adam Bishop's Comments

Comment In: [Blog - 08/20/2015 - 12:57]

I 'd rather have a ...

I 'd rather have a comments section full of empathy, if that 's what the person wants or needs at the time.

Comment In: [Blog - 08/17/2015 - 02:01]

I 'm sorry to hear ...

I 'm sorry to hear that you didn 't reach your goal, which I think was fair and relatively modest. But I hope you 're proud of the level of financial success the game did have. You made the game you wanted to make at least it seems that way ...

Comment In: [News - 08/04/2015 - 08:57]

Psychology research has shown that ...

Psychology research has shown that positive reinforcement is much more productive than negative reinforcement. Not every game should eschew punishment entirely, but many games would benefit from the approach taken by Colossal Order.

Comment In: [Blog - 07/24/2015 - 06:24]

To use The Walking Dead ...

To use The Walking Dead games as examples, they certainly have mechanics. There are first-person shooter-style action sequences, there are quick-time events which I hate, but they 're still gameplay , there are adventure game style puzzles. There 's also the key mechanic of the game, which is modifying the ...

Comment In: [Blog - 07/09/2015 - 02:22]

Most of these apply primarily/only ...

Most of these apply primarily/only to developers of free-to-play mobile games, which is certainly not all game developers.

Comment In: [Blog - 06/30/2015 - 01:28]

Have you played any of ...

Have you played any of the Lego games Lego: Lord of the Rings, Lego: Star Wars, etc. I feel like they might provide the kind of experience you 're looking for. The Lego games do a better job than anything else I 've found of providing a co-op experience that ...