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February 24, 2017
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Adrian Chmielarz's Blog   Expert Blogs

 

Former co-owner of People Can Fly. Credits include "Creative Director" on Painkiller and Bulletstorm, and "Original Creative Direction" on Gears of War: Judgment. Currently the co-owner and game designer at the new studio The Astronauts, working on a weird fiction horror game The Vanishing of Ethan Carter.

 

Expert Blogs

Posted by Adrian Chmielarz on Mon, 06 Jul 2015 01:34:00 EDT in Business/Marketing, Design, Console/PC, Indie
Sunset was their final game, and Tale of Tales is no more. But what really happened?


Posted by Adrian Chmielarz on Tue, 13 Jan 2015 03:11:00 EST in Design, Console/PC
A look at top five titles of 2014 from a game designer's perspective. Sometimes it's about the whole game, and sometimes it's about one tiny but important feature.


Posted by Adrian Chmielarz on Wed, 30 Apr 2014 12:49:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
Why the core mechanics of adventure games caused the genre to die -- and how it is a good thing.


Posted by Adrian Chmielarz on Fri, 07 Mar 2014 11:43:00 EST in Design, Art, Console/PC, Indie
What's the one thing that could help the developers create convincing, immersive game worlds? The answer might be counter-intuitive, but I am convinced the solution is just.


Posted by Adrian Chmielarz on Tue, 12 Nov 2013 10:03:00 EST in Design, Console/PC, Serious, Indie
The role of cognitive and emotional empathy in creating immersion.


Posted by Adrian Chmielarz on Mon, 14 Oct 2013 02:05:00 EDT in Design, Console/PC
What is Player-Protagonist Sync and why it is hard to immerse yourself in the world of Beyond: Two Souls.



Adrian Chmielarz's Comments

Comment In: [Blog - 04/30/2014 - 12:49]

No, I am not. I ...

No, I am not. I am actually making one, remember Anyway, just a quick note: Resonance is not a Dave Gilbert 's game, he just published it: http://en.wikipedia.org/wiki/Resonance 28video game 29

Comment In: [Blog - 03/07/2014 - 11:43]

In short, I believe you ...

In short, I believe you are confusing immersion with enagement. Please see this for details: http://www.theastronauts.com/2013/03/nine-amazing-things-unique-to-video-games/ r n r nAlso, if you are a designer or are generally interested in design, saying that Amnesia suffered in the gameplay department is at least partially wrong when it comes to the approach ...

Comment In: [Blog - 10/14/2013 - 02:05]

It 's simple. BTS tells ...

It 's simple. BTS tells a weak story, not sure it 's something even SyFy would buy. But the blog post is not about all of BTS 's problems, it 's just about the problems that manifest themselves in the first five minutes of the game. But even then I ...

Comment In: [Blog - 06/13/2013 - 01:49]

You are confusing engaging openings ...

You are confusing engaging openings with bombastic openings . It is obvious the beginning of any book, movie or game should be engaging. Actually, I 'll even go one step further and say that high engagement should be offered by the middle and the end as well P

Comment In: [Blog - 05/16/2013 - 09:35]

This sounds good, but the ...

This sounds good, but the problem is with also with linear games full of one-off encounters. We need to figure out how to make the player move on without the reason being I 've run out of things to watch .

Comment In: [Blog - 05/01/2013 - 01:58]

There are so many flawed ...

There are so many flawed arguments in this post, that I honestly don 't even know where to begin. So let 's just focus on one thought here for a second. r n r nI get it that F2P works even though so does heroin . I get it that ...