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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, 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.


Posted by Martin Nerurkar on Fri, 08 Nov 2013 07:33:00 EST in Design, Programming, Production, Art, Indie, Smartphone/Tablet
A postmortem of the Hipster Zombies development Process. Four things that went wrong, four things that went right and the obvious conclusions.


Posted by Martin Nerurkar on Mon, 29 Jul 2013 05:16:00 EDT in
A perspective on the rampant verbal aggression that poisons gamer culture, prompted by the GamerFury tumblr and the FEZ2 cancellation.


Posted by Martin Nerurkar on Tue, 18 Sep 2012 02:58:00 EDT in
Third installment in my series looking into different archetypical spaces. This time looking at the maze, what it means for stories, presentation and mechanics.


Posted by Martin Nerurkar on Fri, 27 Jul 2012 10:05:00 EDT in Design
A look at the first spatial archetype: The Wilderness.



Martin Nerurkar's Comments

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

Well that 's why I ...

Well that 's why I pointed it out in the text. I still think the difference is so significant that it 's beyond those factors monetization model credits ...

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

I do believe it is. ...

I do believe it is. You can belong to a group simply by being against something. We know that common enemies unite people. And then acting against that enemy is within the interest of the group, so it provides value to the group, so it makes you good for the ...

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

An addition to the spatio-visual ...

An addition to the spatio-visual layer: It may be obvious but many branching paths are another important characteristic of the Maze.

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

Hello Bart. Thanks for your ...

Hello Bart. Thanks for your extesive comment. I 'll do my best to adress your points but I 'll be a bit brief for time reasons. r n r n1. I agree. I do believe I never said that exploration is purely spatial. A game that has exploration as it ...

Comment In: [Blog - 06/06/2012 - 01:08]

What Why This is all ...

What Why This is all in good fun

Comment In: [Blog - 10/19/2011 - 07:12]

Alright, one thing is sure ...

Alright, one thing is sure from my brief internet research: These guys need an introductory YouTube video that explains their program ON THEIR WEBSITE.