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February 28, 2017
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Martin Nerurkar's Blog   Expert Blogs

 

This blog is a place for me to mirror the important thoughts from my private blog called Game Architecture or my company Blog at Sharkbomb Studios. Most of that will be my attempts at thinking and talking about games, their spaces and the design of both.

The thoughts also reposted here will of course only deal with video games. On my personal blog though I'll also talk about the design of other games, especially role-playing games. The kind that you play with paper, pencil and some dice.

And who am I? My name is Martin Nerurkar and I'm a passionate Game Designer. I've been involved in the creation of video games for over 15 years by now. I've started out doing a lot of Shooter Mods as hobby projects and then transferred over to the commercial side of things after I completed my architecture degree. I am currently working as a freelance design consultant by day and indie by night. My Indie games are released under the label Sharkbomb Studios.

 

Expert Blogs

Posted by Martin Nerurkar on Tue, 08 Mar 2016 02:56:00 EST in Design, Indie
Some survey results and insights into direct speech and indirect speech in games.


Posted by Martin Nerurkar on Thu, 07 Aug 2014 08:19:00 EDT in Design, Console/PC, Indie
So a few weeks ago I released Different, a short game about self-consciousness and first impressions. Itís a personal piece anchored in my experiences and perceptions.


Posted by Martin Nerurkar on Mon, 16 Jun 2014 12:51:00 EDT in Design, Indie
A personal recap of the Lyst Summit 2014 on romance, love and sex in video games. Includes a rundown of the talks and a few of the games created in the game jam.


Posted by Martin Nerurkar on Thu, 01 May 2014 04:20:00 EDT in Design, Indie
A very personal story about frustration, depression and Ludum Dare 29 "Beneath the Surface" and the resulting game "Happy Birthday".


Posted by Martin Nerurkar on Tue, 03 Dec 2013 09:43:00 EST in Production, Indie, Smartphone/Tablet
Wherein I fashion charts out of the many numbers behind Hipster Zombies. How many downloads? On which platform? And what about the money? And piracy? Find answers within!


Posted by Martin Nerurkar on Sun, 17 Nov 2013 06:57:00 EST in Design
Wherein we look at Games and Interfaces. A definition, and the whys and hows of interface immersion.



Martin Nerurkar's Comments

Comment In: [Blog - 07/20/2014 - 07:48]

Nice to see that updated ...

Nice to see that updated article. The old one already was a classic :

Comment In: [Blog - 06/16/2014 - 12:51]

Well, it 's never meant ...

Well, it 's never meant insultingly but it certainly shows their assumptions based on my visuals.

Comment In: [Blog - 12/03/2013 - 09:43]

Glad I could provide some ...

Glad I could provide some value. This took quite some time but the insight was worth it to us, and it 's even better if the world out there can benefit from our data and interpretations :

Comment In: [Blog - 07/29/2013 - 05:16]

I absolutely agree, Josh. I ...

I absolutely agree, Josh. I am in no way defending Phils actions. Yet nothing he did justifies this level of response. If the topic of Phil Fish is too distracting, use the Black Ops 2 example. Changing a few stats on a pretend weapon should not trigger this level of ...

Comment In: [Blog - 09/18/2012 - 02:58]

Glad you enjoy it. I ...

Glad you enjoy it. I 'm still open to ideas and suggestions for archetypes. I have a solid list but there 's bound to be some things I haven 't thought about yet.

Comment In: [Blog - 07/11/2012 - 03:28]

Well I didn 't mean ...

Well I didn 't mean to say that it 's skipped entirely, it 's just rarely been done. Granted many games are light on story anyway, and adding story and character to the setting/world/locations just costs even more... That makes it easy to see why this is the case. r ...