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Curtiss Murphy's Blog


Be careful what you do in your spare time - you may just become good at it. 

While most of his early career was spent writing code, Mr Murphy has since morphed into a nationally recognized, award-winning speaker, author, and game designer. He is the founder of GiGi Games and the Technical Director for Alion's AMSTO operation.

Mr. Murphy researches game design, communication, and psychology. His consulting helps team communicate more effective, helps designers build better games, and helps guide aspiring game developers through the thickets of their early careers. He is the principle investigator for the Safe Surgery Training game and was the lead designer for the Navy's Damage Control Trainer - winner of 3 national awards. He is a frequent speaker at gaming and simulation conferences and attempts to bridge the gaps between the modeling and simulation, instruction, and entertainment gaming industries.

He recently finished a one-year research fellowship at Eastern Virginia Medical School, where he worked to change healthcare with games.

Philosophy: Try things almost beyond my ability; Fail; Improve; Repeat until too good to ignore.

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Member Blogs

Posted by Curtiss Murphy on Fri, 01 Aug 2014 01:53:00 EDT in Design, Indie
'Seven Constants of Game Design' was a catchy title, until I realized it was yet another compilation of inactionable, half-baked pet theories. In the spirit of Tonya Short's "Share Your Crayons" challenge, here's my response.

Posted by Curtiss Murphy on Fri, 22 Mar 2013 12:00:00 EDT in Art, Indie
When our artist backed out, we were in a jam. So, my wife offered to do it, and I said, 'I didn't know you could draw.' She replied, 'I can't.' And now, 10 months later, her work is seen by thousands. Deliberate practice is rarely this easy to see.

Posted by Curtiss Murphy on Thu, 28 Feb 2013 12:11:00 EST in Design
Do you remember Roger Ebert? That jovial father figure from the Siskel and Ebert movie show. Sometimes, Mr Ebert talks about stuff other than movies. For instance, he wrote, 'Video Games Can Never Be Art'. But I never really gave it much thought, until...

Posted by Curtiss Murphy on Thu, 06 Dec 2012 11:00:00 EST in Design, Serious
The game industry has a twin brother - simulations. And, we're more alike than we care to admit. But, there is one idea that separates us, something worth remembering. Simplicity.

Curtiss Murphy's Comments

Comment In: [Blog - 04/15/2015 - 02:28]

I wonder ... is this ...

I wonder ... is this deliberate practice at a business level Too many developers start out proclaiming: I 've designed the perfect MMO actual text . I advise them to start small - build prototypes, iterate, and RELEASE products. Those that listen are still there, learning, iterating, and deliberately practicing ...

Comment In: [Blog - 04/15/2015 - 01:39]

How often can you say ...

How often can you say you 100 agree with something This is one of those cases. Clearly presented and completely matches my personal experiences. I like the Apple App Store and I wish they would address some of these issues.

Comment In: [Blog - 04/14/2015 - 01:49]

Well said. Thanks for sharing. ...

Well said. Thanks for sharing.

Comment In: [News - 04/14/2015 - 11:01]

I miss both Guitar Hero ...

I miss both Guitar Hero and Rock Band. Can 't wait to play the new versions. Let 's ROCK

Comment In: [Blog - 04/03/2015 - 01:37]

Fantastic exploration. It opens the ...

Fantastic exploration. It opens the pandora 's box of 'what if ' in a very real and concrete way see what I did there . And, at the same time, I 'm not really sure what to do with what I 've read, other than allowing my imagination to go ...

Comment In: [Blog - 04/01/2015 - 02:48]

The monetization questions usually come ...

The monetization questions usually come right after the first question. ... I 'm making an MMO, like WoW, except with dynamic enemies and infinitely customizable classes. Do you have any guides r n r nGood article, and a nice argument for your strong opinion. And, it is great advice, for ...