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Daniel Cook's Blog   Expert Blogs

 

Daniel Cook is a veteran game designer who runs the popular game design website Lostgarden.com. He writes extensively on the techniques, theory and business of game design. He is the Chief Creative Officer at Spry Fox, was a professional illustrator in his youth and managed to collect both a degree in physics and an MBA. Some of his games include Triple Town, Steambirds, Tyrian and Leap Day.

 

Expert Blogs

Posted by Daniel Cook on Wed, 28 May 2014 01:52:00 EDT in Business/Marketing, Design, Indie
Why are short form, content focused games like Monument Valley or Gone Home thriving at this moment in time? A look at how the current socioeconomic environment impacts the form of games that succeed.


Posted by Daniel Cook on Sat, 04 Jan 2014 03:32:00 EST in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
How do we get players to play together in a manner that fits their schedules? Veteran designer Daniel Cook (Triple Town, Realm of the Mad God) goes in depth on the logistical challenges a designer faces when building multiplayer games.


Do you finish one game and then move onto the next? This is the dominant pattern of play for gamers. What happens when players stop consuming and starts investing in a single evergreen computer game for years on end?


Posted by Daniel Cook on Mon, 13 May 2013 03:41:00 EDT in Design
What are some pragmatic means of creating more inclusive games?


Posted by Daniel Cook on Sun, 05 May 2013 05:07:00 EDT in Design
What sort of designs can we make if we focus on player expression?


Posted by Daniel Cook on Sun, 14 Apr 2013 03:58:00 EDT in Design, Indie
The game industry was started by rebels and rejects. This is easy to forget.



Daniel Cook's Comments

Comment In: [Blog - 11/14/2014 - 01:59]

Realm of the Mad God ...

Realm of the Mad God had a lighter version of this. There were persistent realms that lasted several hours to around a week depending on the skill of the playerbase...they fall pretty quickly these days r n r nThe trick there was that the world reset, but player storage and ...

Comment In: [Blog - 10/30/2014 - 03:49]

I think the only reason ...

I think the only reason I 'm involved with game design is society design. I 've little personal interest in escapism. Yes, this sort of design is complex. And there are tradeoffs that must be made in the most ethical and moral fashion available. But those things are what make ...

Comment In: [Blog - 10/31/2014 - 01:40]

Nice article It can be ...

Nice article It can be frustrating, especially with users giving you essentially random feedback that doesn 't match your metrics at all. It is totally okay to ignore some of your most vocal users. Especially if they aren 't your actual customers. r n r nYou aren 't alone. As ...

Comment In: [Blog - 09/17/2014 - 12:02]

Often games are treated by ...

Often games are treated by governmental agencies as an industry first and foremost. The questions they face are more along the lines of 'how do we grow the economy ' 'How do we increase our tax base ' 'How do we decrease unemployment ' 'How do we publicly look like ...

Comment In: [Blog - 08/19/2014 - 02:48]

What a great essay. I ...

What a great essay. I particularly liked the insightful note that game design can be an act of designing mediums. r n r nBroadly, it seems game design is the act of designing human processes. Art can be seen as one specific game or cluster / genre of games . ...

Comment In: [Blog - 08/04/2014 - 01:49]

I find old and admittedly ...

I find old and admittedly vitriolic forum posts like this one fascinating: r nhttp://www.teamliquid.net/forum/closed-threads/279969-moba-why-you-should-not-use-it r n r nThe short of is that MOBA was one of many terms used in the early days of DOTA1. Then Riot adopted it and began promoting. Whatever the other reasons, I suspect being able ...