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November 21, 2018
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Chris Pruett's Blog   Expert Blogs

 

By day Chris works at Oculus on making VR games better. He is a co-founder of Robot Invader, a game development studio in Menlo Park, CA. His recent work includes Dead Secret and Wind-up Knight 2, as well as Rise of the Blobs. An Android team alum, Chris worked on games at Google in the US and Japan. He also spent several years in the console game industry as an engineer and shipped ten titles for various platforms.

Under the cover of night, he maintains a research blog devoted to the dissection and analysis of horror games. Like everybody else these days, you can reach him on Twitter.

 

Expert Blogs

Posted by Chris Pruett on Fri, 15 Jan 2016 01:14:00 EST in Design, Console/PC, VR
Making a scary game isn't just about art and narrative. Really frightening games employ game mechanics specifically designed to induce tension through play. This article explores a range of design patterns for scaring the bejesus out of your players.


Posted by Chris Pruett on Wed, 01 May 2013 01:58:00 EDT in Design, Smartphone/Tablet
What does free-to-play mean for game design? Is it a new frontier or a vile, corrupting force? Is it possible to have a conversation about it, or should we just write it off as intrinsically evil?



Chris Pruett's Comments

Comment In: [News - 04/27/2016 - 01:27]

The interesting thing to me ...

The interesting thing to me about Carrier and Illbleed, another not-great Dreamcast horror game that I thought a lot about when working on the Dead Secret mask was that the visor stood out in sharp relief against the rest of the game. It 's not used well, and Carrier certainly ...

Comment In: [Blog - 11/18/2013 - 11:29]

Good stuff. r n r ...

Good stuff. r n r nWhen I was a kid I remember consciously avoiding radio stations that I felt played marketing-fueled shlock and listening only to stations that had real music. As an adult I now realize this was the same marketing, simply targeted at a different group. r n ...

Comment In: [Blog - 06/19/2013 - 12:41]

Thanks for writing this up, ...

Thanks for writing this up, Gregg. r n r nFor the record, the metrics recording on both iOS and Android was done with Google Analytics. My expectation would be that Google does the right thing on both platforms with respect to session length calculation, but I can 't really prove ...

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

I generally agree with your ...

I generally agree with your thoughts on grinding, but then again, not all free-to-play games have grinding in them. It 's a mechanic that appears all over the place in paid and free games I don 't think it 's always as explicit as it is in, say, JRPGs, but ...

Comment In: [Feature - 10/13/2009 - 04:25]

Just to clear up a ...

Just to clear up a few points raised in the comments: - The Open GL ES 1.0 Java implementation supported by Android is a standard, not something that Google invented. You can read about it here: http://java.sun.com/javame/reference/apis/jsr239/javax/microedition/khronos/opengles/package-summary.html - The NDK Native Development Kit , as mentioned by Android Developer above, ...