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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 a Senior Project Engineer in Alion's AMSTO operation.

Mr Murphy researches game design, education, and psychology. He is an advocate for improving the state of game design 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.

Currently, he is on-loan to the Eastern Virginia Medical School, where he is working as a research fellow to change the fields of medicine and health with games.

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

LinkedIn Contact:


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 - 01/14/2015 - 02:49]

Neat, insightful, and courageous article. ...

Neat, insightful, and courageous article. Kudos and hats off to you.

Comment In: [Blog - 12/18/2014 - 03:55]

What a cool trailer Succinct, ...

What a cool trailer Succinct, musical, and captured my imagination. I have a feeling this new game is going to do well for you. Good luck in 2015

Comment In: [News - 12/18/2014 - 11:10]

I did a double take. ...

I did a double take. Since MS bought Mojang, I assumed the news should read, 'Telltale partners with MS '. It took me a few moments to figure out that the Mojang brand is being kept intact. Clever.

Comment In: [News - 12/17/2014 - 01:53]

How interesting and odd. ...

How interesting and odd.

Comment In: [Blog - 12/16/2014 - 03:05]

Bloody heck - get to ...

Bloody heck - get to writing it I 'm really intrigued and this kind of data is much needed in an industry that spends a lot of time 'winging ' it.

Comment In: [Blog - 12/15/2014 - 01:49]

Was there any mention of ...

Was there any mention of core design principles Prototyping and testing are powerful techniques, that become even more powerful when combined with design basics such as: Flow, Feedback, Simplicity, Goals, and Story. These become even more powerful when you add: Juice, Paradox of Choice, Interest Curve, and Finnish Summing up ...