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October 24, 2016
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Michael Cook's Blog   Expert Blogs


I'm a Senior Research Fellow at Falmouth University. I'm researching ways in which we can build software that design games autonomously, with creative depth and meaning. In doing so, I'm hoping to contribute ideas to building better tools for both professionals and amateurs to design games.

To find out more about my research, or the game-designing system ANGELINA, you can visit the project site:

I also organise the Procedural Generation Jam (PROCJAM) which you can find more about at

And I'm making a game! It's a 2D action-hacking game about running through skyscrapers and hacking things in slow-motion. It's called Rogue Process and it has a website, too:


Expert Blogs

Posted by Michael Cook on Thu, 25 Aug 2016 12:32:00 EDT in Design, Programming, Console/PC, Indie
The right words can motivate anyone about your game - but are we all speaking the same language? The response to No Man's Sky is the latest warning that a lot of what we mean when we talk about procedural generation is getting lost in translation.

Posted by Michael Cook on Thu, 15 Oct 2015 02:21:00 EDT in Design, Programming
Procedural generation is great for infinite 'stuff', but we can do so much more - we just need new voices and new ideas to come and broaden our discourse.

Posted by Michael Cook on Sat, 18 Jan 2014 01:09:00 EST in Design, Programming
This week: how two researchers built a WarioWare-generator that automatically themed its own games.

Posted by Michael Cook on Sat, 04 Jan 2014 11:22:00 EST in Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet
This week: exhaustively searching a puzzle game's design space. The Saturday Papers is a snappy summary of academic games research.

Posted by Michael Cook on Sat, 30 Nov 2013 10:19:00 EST in Design, Programming
This week: automatically finding solutions to physics-based puzzles. How a clever bit of abstraction can tame the wild, continuous, real-time solution space!

Posted by Michael Cook on Sat, 16 Nov 2013 01:09:00 EST in Design, Programming
This week: PuzzleScript and the PyVGDL. The Saturday Paper looks at two different attempts to build a simple game description language.

Michael Cook's Comments

Comment In: [Blog - 10/15/2015 - 02:21]

Definitely. I think there 's ...

Definitely. I think there 's interesting stuff to be done in trying to amplify uniqueness or distinctiveness, but there are also hard limits in terms of what we can recognise/comprehend as humans. The world outside is pretty varied and unique, but it 's also overwhelming if we take it all ...

Comment In: [Blog - 01/04/2014 - 11:22]

Haha, nice example And a ...

Haha, nice example And a cool application of the idea. Did you get what you wanted out of the python run in the end

Comment In: [News - 10/21/2013 - 05:28]

This seems like a pretty ...

This seems like a pretty clever idea. I was impressed by my younger brother 's ability to pick up an arbitrary Minecraft mod and rifle through YouTube learning its ins and outs. Fairly young kids are getting remarkably comfortable with simple logic thanks to Redstone - this is a cool ...

Comment In: [Blog - 09/13/2013 - 05:34]

This is really great, Christian. ...

This is really great, Christian. It 's easier than ever to port posts over from another Wordpress blog, too. Thanks

Comment In: [News - 09/06/2013 - 01:22]

I think there 's a ...

I think there 's a tendency to expect immediate understanding/gratification/punch from games, especially games we 've heard a lot about, or games that are doing well on mobile platforms in particular. 868 so far has been a game I 've actually had to think about and stop rushing through. I ...

Comment In: [Blog - 08/05/2013 - 09:55]

Hi to both of you, ...

Hi to both of you, and apologies for replying so late To my knowledge there 's no way to download the tool just yet, but get in touch with Antonios and he might have more info for you