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November 18, 2018
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Caleb Compton's Member Blogs

Posted by Caleb Compton on Tue, 26 Jun 2018 10:15:00 EDT in Business/Marketing, Design
People who love games are a very diverse group. They enjoy different types of games, and they play them for different reasons. This article looks at some of the common ways of categorizing different types of players to aid design.

Posted by Caleb Compton on Mon, 25 Jun 2018 05:11:00 EDT in Design, Serious
People often consider luck to be the enemy of skill. The more randomness there is, the less control you have over the outcome, right? In this article, I look at why this isn't necessarily true, and how luck and skill can actually compliment eachother.

For years, companies have been trying to use game design principles to change user behavior or get them to buy more products. In this article I look at some of the techniques used, why they don't usually work, and how they can possibly be done better.

Posted by Caleb Compton on Tue, 08 May 2018 10:53:00 EDT in Design
The world of puzzles in games is a vast one, and the possibilities for puzzle designs is nearly endless. However, there are a number of mistakes I see over and over. Today, I talk about some of these mistakes, and how to avoid them in designs.

Posted by Caleb Compton on Mon, 30 Apr 2018 06:08:00 EDT in Design
Randomness is a very important part of many games, but can also be very misunderstood. The appearance of randomness can often be just as important as the actual randomness. This article looks at how randomness is perceived by players.

Posted by Caleb Compton on Tue, 24 Apr 2018 10:38:00 EDT in Business/Marketing, Design, Production, Art
Game design lessons can be found everywhere. In this article, the first in my "Game design in real life" series, I take a look at some of the design lessons that can be learned from the design of Disney World.

Posted by Caleb Compton on Fri, 13 Apr 2018 09:32:00 EDT in
In this article, I talk about some of the commonly used tactics in the mobile games industry which are designed to target individuals with highly addictive personalities. I want to raise awareness so players and designers can avoid these tactics.

Posted by Caleb Compton on Tue, 10 Apr 2018 09:41:00 EDT in Design, Programming, Console/PC, Indie, VR
Procedurally generated elements and environments in games can be used to greatly expand the amount of content in a game. However, they can also produce repetitive gameplay and boring worlds. In this article, I look at when to use this technique in games.

Posted by Caleb Compton on Mon, 12 Mar 2018 10:25:00 EDT in Design
A sequel to the previous blog post, follows Mario from the SNES era up until modern day. What lessons can be learned from this illustrious franchise?

Posted by Caleb Compton on Mon, 05 Mar 2018 10:00:00 EST in Design
The Mario series is one of the most consistently high-quality and innovative series of games out there. In this post, I take a look through the history of the Mario series to see how it evolved and what lessons can be learned. This is part 1 of 2.

[Previous Caleb Compton Blogs]