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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 - 05/14/2015 - 07:12]

Original Article: We LOVE pixel ...

Original Article: We LOVE pixel art. Unfortunately, our data shows it 's working against us. r n r nResponse: Pixel art rocks. You 're a sell out

Comment In: [News - 05/14/2015 - 04:16]

Want some feedback It 's ...

Want some feedback It 's a beautiful game with good audio, and lots of juice. It has bright, inviting colors, and seems like it would be a success. And, yet, as it has been out for many months, and only has 42 iOS reviews, I suspect it is not performing ...

Comment In: [Blog - 05/12/2015 - 01:39]

Absolute gold This article is ...

Absolute gold This article is an instant classic r n r n/clap r n/bow

Comment In: [News - 05/11/2015 - 04:00]

What Lindsay said - every ...

What Lindsay said - every company is different. Check your employee contract. In my case, it meant filing some initial paperwork, notifying them about new products, and additional forms each review period. And, I had to avoid products that created a conflict of interest. For a while, that meant Indie ...

Comment In: [Blog - 05/05/2015 - 01:22]

I did not expect folks ...

I did not expect folks to argue with Peter. I 've built engines, co-led a reasonably large game engine Delta3D , and spend years of my life advocating for folks to adopt open source technologies. And, having gained some hard-won wisdom, I 'm 100 confident that switching over to commercial ...

Comment In: [Blog - 05/04/2015 - 01:51]

In truth, I did not ...

In truth, I did not know what Knuth had to say about premature optimization. So, I looked it up. And found that he called it, the root of all evil. :