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Lee Perry's Blog   Expert Blogs


I'm Lee Perry, I've been making games for around 20 years, making me older than dirt. I was Lead Designer at Epic Games and worked there for 10 years prior to going indie with 5 friends and forming BitMonster.

In a year and a half we created 3 games, all featured by Apple worldwide (Lili on iOS, THRED on iOS, and Gunner Z on iOS) and it was a crazy informative adventure.

Now I'm off on the most personal quest of my life, adding programming to my skillset and taking the time I need to travel with the family, live abroad, and make some projects on my own.


Expert Blogs

Posted by Lee Perry on Mon, 09 Mar 2015 06:28:00 EDT in Design
We all make important decisions as we go through the process of creating a project... but for me at least, the most painful calls are the ones that make me choose between my original idealized inspiration, versus what a game is naturally evolving into.

Posted by Lee Perry on Tue, 30 Sep 2014 01:46:00 EDT in Design, Console/PC, Indie
To many, VR has an "unsolvable" problem when it comes to basic mobility of the player. But is it possible we're coming at this issue from a bad direction? Perhaps our goal of a universally accepted control scheme is actually hampering us?

Posted by Lee Perry on Thu, 08 May 2014 11:56:00 EDT in Design, Art, Console/PC, VR
We all probably have some ideas about what will be compelling about VR headsets as the Oculus and Morpheus launch, but there's an aspect of it that I find more and more compelling as I experiment. I try to explain here.

Posted by Lee Perry on Mon, 18 Nov 2013 11:29:00 EST in Design
As a developer, you're doing yourself a huge disservice by actively blocking out games that you view as "too mainstream". Don't take pride in being myopic under the guise of "having high standards"; you never know where ideas and trends will come from.

Posted by Lee Perry on Mon, 11 Nov 2013 11:14:00 EST in Design
We all have preferences and metrics for what we consider "a good story" in a game. When I boil down my preferences, 9 times out of 10 it comes down to relatable dialogue and one or two other pet peeves. Hope you enjoy!

Posted by Lee Perry on Mon, 05 Aug 2013 10:32:00 EDT in Design
When we lament the existence of clones and "rip-offs" of other games, we sometimes miss the reason they happen from a design perspective. I believe communication is a factor in why this happens.

Lee Perry's Comments

Comment In: [Blog - 08/24/2015 - 02:51]

I 'm not sure I ...

I 'm not sure I agree... although I get what you 're saying. So, when we made the three Gears of War campaigns, every level would begin with a post-it note meeting with Cliff, Rod, Dave Nash who took over the Lead LD role after the first game , Me ...

Comment In: [Blog - 03/09/2015 - 06:28]

Yeah, I can TOTALLY sympathize ...

Yeah, I can TOTALLY sympathize with that. With our iOS game Lili we had some really nonconventional gameplay in there... I constantly think Man, if she just had a sword and it was a cute accesible roguelike who knows how succesful that might have been

Comment In: [Blog - 09/30/2014 - 01:46]

Yeah, that 's an interesting ...

Yeah, that 's an interesting aspect of all this... in real time we 're controlling so many aspect of our body intuitively, finding ways where you feel free in VR is a worthy challenge for sure. Being able to intuitively run one way while shooting another and looking another is ...

Comment In: [Blog - 11/18/2013 - 11:29]

Alright, lets close the Fox ...

Alright, lets close the Fox news banter for a second. : r n r nWhat 's an example of a game that millions of people play, that you believe has no merit IMO it 's not really possible.

Comment In: [Blog - 11/11/2013 - 11:14]

I 'd point to ICO ...

I 'd point to ICO and SoTC as great examples, but my other example of Breakdown was great in that regard to. They told the story with loads of environmental action moments and situations.

Comment In: [Blog - 08/05/2013 - 10:32]

I think I 'd be ...

I think I 'd be fully guilty of a Killswitch with Monsters label from Gears days, haha.