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Lewis Pulsipher's Expert Blogs

Posted by Lewis Pulsipher on Mon, 29 Sep 2014 01:05:00 EDT in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
Aspiring designers often think they're going to get rich. Actually game design is a hobby for most, not a living. But there are many reasons other than money to design games. My favorite game is the game of designing games, though I do make some money.


Posted by Lewis Pulsipher on Mon, 25 Aug 2014 08:02:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
Video (screencast): D&D has been a massive influence on video and tabletop games. With thanks to . . . Robert Fulghum’s little poem “All I really needed to know I learned in kindergarten.” It has inspired people since the late ‘80s.


Posted by Lewis Pulsipher on Mon, 14 Jul 2014 08:23:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Video: Emergent behavior, behavior unplanned and unanticipated by the designer, is a large part of what you're looking for in playtesting. But depending on who you are, game designer, puzzle designer, game writer, you treat emergence in different ways.


Posted by Lewis Pulsipher on Mon, 30 Jun 2014 06:41:00 EDT in Design
The 140 character maximum of tweets makes Twitter look like a haven for the ADHD and "sound byte"-mesmerized among us. Despite that limitation, it can be useful for certain purposes to a game designer.


Posted by Lewis Pulsipher on Mon, 09 Jun 2014 09:04:00 EDT in Design, Console/PC, Indie
Video: Especially in video games, many "designers" conceive of themselves as fiction writers rather than game designers. From the player’s viewpoint: experience a story written by the game developers, or “write your own” story.


Posted by Lewis Pulsipher on Mon, 28 Apr 2014 08:20:00 EDT in Design, Production, Console/PC
Big ("AAA") video games continue to become more expensive yet shorter, because 3D/complex "content" costs so much. This is a video/screencast discussion of existing, successful alternative ways to inexpensively provide content.


Posted by Lewis Pulsipher on Mon, 17 Mar 2014 08:30:00 EDT in Design
Is there some kind of "sweet spot" or "magical number" in the number of pieces, and board size, in a game that involves maneuver/placement and geospatial location? Are there similar "magical numbers" in card games? Discussion here, not a pat answer.


Posted by Lewis Pulsipher on Mon, 10 Feb 2014 08:07:00 EST in Design
Categorizing aspects of game design in groups of two or three frequently promotes critical thinking. Here's one attempt (via a short video) to categorize game players by the nature of the games they prefer.


Posted by Lewis Pulsipher on Mon, 03 Feb 2014 08:01:00 EST in Design
Categorizing aspects of game design in groups of two or three frequently promotes critical thinking. Here's one attempt (via a short video) to categorize game designers.


Posted by Lewis Pulsipher on Mon, 06 Jan 2014 09:02:00 EST in Design
As Voltaire said, "A witty saying proves nothing." But some sayings can help people think about something in a new way. So I included in my online audiovisual class Learning Game Design a list of quotations, as a way to break up a long series of videos.


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