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Eske Knudsen's Blog


Currently working as Lead Game Designer for Na3m games. Prior to this I have worked at serious games interactive, NDS and ITE - all Danish companies covering a wide range of genres.

I have been working on the design side of the games industry since 2006 having been part of making games for ps2, wii, PC, web, mobile and other platforms.

During a normal day I have a lot of consideration on design, games I am currently playing and stuff I am currently working on. Some of those thoughts make it onto this site...





Member Blogs

Posted by Eske Knudsen on Thu, 31 Mar 2016 02:29:00 EDT in Design, Console/PC, Indie
These are the expanded notes that was quickly jotted down into my virtual notebook after playing Gone Home & The Stanley Parable. I think I might have learned something... at least I jotted down things to consider when designing these kinds of games.

Posted by Eske Knudsen on Wed, 26 Aug 2015 01:09:00 EDT in Design, Serious
The first part is a short recap on Valiant Hearts. The next parts touch upon some of the pros and cons I came up with when it comes to using the game in classroom teaching, and then finally I touch upon how I could see Valiant Hearts used for teaching.

Posted by Eske Knudsen on Mon, 03 Nov 2014 03:43:00 EST in Design, Console/PC
A quick overview of plot and progression in Dishonored and 3 design lessons I think I might have learned or at least been made more aware of from playing it. Beware the post contains both Dishonored and Bioshock 1 spoilers.

Posted by Eske Knudsen on Tue, 16 Sep 2014 05:46:00 EDT in Design, Production, Indie
Some people online argue that the classic design document is purely a waste of time, a dying breed - will a champion rise to defend the ancient document? I give 5 reasons why writing the design document makes sense in different cases.

Posted by Eske Knudsen on Fri, 25 Jul 2014 10:56:00 EDT in Design, Console/PC, Serious
Could you successfully improve people’s ability to focus and concentrate by playing challenging side-scrolling platform brawlers?

Posted by Eske Knudsen on Sat, 24 May 2014 02:50:00 EDT in Design
Playing a game on my couch I started thinking about quick time events, and here is the outcome. This is an attempt to identify some of the key characteristics of quick time events as a game mechanic and what it can mean for a game.

Eske Knudsen's Comments

Comment In: [Blog - 10/06/2015 - 01:45]

Thanks for sharing and going ...

Thanks for sharing and going into such details. I have made sure to share this everyone in our team to check it out.

Comment In: [Blog - 08/26/2015 - 01:09]

Very true - you wouldn ...

Very true - you wouldn 't want that. r n r nThere are however parts of the narrative, that focus on the humanity of the German soldier - there are cases where Emile the French will help Germans and as far as I recall he also finds himself an ally ...

Comment In: [Blog - 06/23/2015 - 11:25]

Full disclaimer below comes from ...

Full disclaimer below comes from a designer / lead : r n r n 1 - It is a classic. Probably because it is true, but I dislike it since it applies to all kinds of jobs in the industry, being disturbed and having your train of thought derailed is ...

Comment In: [Blog - 06/22/2015 - 06:35]

Excellent read that comes around ...

Excellent read that comes around a lot of crucial points. r n r nWhen you talked about the transition from a small to a larger team and the introduction of process it made me wonder if one of the reasons it is hard for smaller teams to grow above a ...

Comment In: [Blog - 03/25/2015 - 01:12]

Found the idea of customizing ...

Found the idea of customizing your own bundle very interesting. r n r nThe different IAP models are constantly changing, and I have a feeling keeping up with the current trends are quite important for devs. The changing also means you can find a model that suits you and your ...

Comment In: [Blog - 01/08/2015 - 03:01]

Great list. r n r ...

Great list. r n r nI just felt like adding a few more notes to points you already provided. r n r n5 Providing context r nI found some of the best context you can provide is Character Bios for both your playable and non-playable characters. These are much easier ...