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May 26, 2017
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Dan Stubbs's Blog

 

My background is in software authoring and animation, but a couple of years ago I decided it was time to get into games design, so I went back to school. At the time of writing, I am two years in, and one year away from getting my degree.

The games which interest me are those which weave the strands of gaming (gameplay, narrative, character design, audio) into a cohesive whole. Rather than being actors who take turns at the microphone, the varied elements of gaming should be like the instruments of an orchestra, able to conjure rich and complex harmonies, with themes that resonate in the audience.

Of all the disparate instruments in the game designer's orchestra, the two that are most diffucult to bring together are gameplay and narrative, and these are the two I would most like to see combined, and this is also what my dissertation (and this blog, if I ever get around to writing something) will be focused on.

 

Member Blogs

Posted by Dan Stubbs on Wed, 02 Apr 2014 06:40:00 EDT in Design, Programming, Indie
An overview of the dynamic narrative system I'm developing for The Hit, a stealth-shooter set in a busy city.



Dan Stubbs's Comments

Comment In: [News - 07/31/2015 - 03:50]

Interesting article, but I think ...

Interesting article, but I think you glossed over the main restriction in games like Arkham Knight, that of the hero himself. If you have innocents, then you need to choose between making them invulnerable to player actions, which breaks immersion, or allowing the player to attack them, which breaks the ...

Comment In: [Blog - 04/02/2014 - 06:40]

I remember that one I ...

I remember that one I 'm assuming it 's Ben Sunshine-Hill 's 2010 article . Links here if anyone else wants to read, as well as Ben Sunshine-Hill 's 2011 talk on creating convincing background characters, which I can 't comment on because unfortunately I don 't have GDC Vault ...

Comment In: [News - 04/11/2011 - 03:47]

A good point, but badly ...

A good point, but badly illustrated. Much better examples that come to mind are the opening hour of Mafia II, which expertly employs a number of techniques to keep the player in the same mindset as the character they play, or Cave Story, which is a masterclass in exposition using ...

Comment In: [News - 03/14/2011 - 08:55]

Leaving aside Moriarty's shifting and ...

Leaving aside Moriarty's shifting and nebulous definitions of 'Art' for a moment, and his patronising portrait of video games, the central argument, that 'games cannot be art because they are interactive' is just nonsense. All art is interactive, end of story. Every individual's experience of a novel, a film or ...

Comment In: [News - 03/08/2011 - 05:00]

That's a very forgiving assessment ...

That's a very forgiving assessment of RDR. Personally, I thought the game had possibly the best environment I've ever experienced in a game, but was let down by a host of problems, including the meandering narrative that left the most interesting story to be drip-fed to the player in cut-scenes, ...

Comment In: [News - 08/13/2010 - 08:37]

You mean you haven't seen ...

You mean you haven't seen this http://disneycomics.free.fr/Ducks/Rosa/show.php num 1 loc D2002-033 s date As great as it is, none of the ideas in Inception are 100 original. Isn't it about about time someone made a new game based on Philip K Dick's Ubik