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Blogs

Noah Falstein's Blog   Expert Blogs

A game designer practically since birth (back when dinosaurs ruled the world) I went pro in 1980. Since then I was one of the first ten employees at Lucasfilm Games/LucasArts Entertainment, The 3DO Company, and Dreamworks Interactive. For the last 13 years I've run my own consulting company, The Inspiracy http://www.theinspiracy.com A few of my games that I was project leader, designer, or co-designer on: Sinistar, Koronis Rift, PHM Pegasus, Indiana Jones and the Last Crusade, Indiana Jones and the Fate of Atlantis, Chaos Island, Hungry Red Planet, Freedom Fighter 56, and Mata Hari.

Expert Blogs

What Use Is A Baby? Part 1: Post-Natal  Featured Blogs
Posted by Noah Falstein on Fri, 05 Jun 2009 03:47:00 EDT in Game Design
Why Microsoft's "Project Natal" will be more than Microsoft Bob and Weave
Read More... | 12 Comments

The Triumph of Will  Featured Blogs
Posted by Noah Falstein on Wed, 08 Apr 2009 06:20:00 EDT in Game Design
Will Wright's departure from EA is one more sign that the industry is heading in an exciting new direction - or more accurately, many exciting new directions.
Read More... | 4 Comments

Time Travel, Poetry, And The 4th Dimension
Posted by Noah Falstein on Mon, 30 Mar 2009 01:24:00 EDT in Game Design
The experimental games session at GDC 2009 was full of mind-blowing, exciting new ideas. The future looks bright for game design diversity.
Read More... | 0 Comments

Serious Games in Europe
Posted by Noah Falstein on Tue, 10 Mar 2009 08:22:00 EDT in Game Design
Reporting on a Serious Games Conference within CeBIT, a half-million person trade show in Hannover, Germany.
Read More... | 0 Comments

Chilling in Leeuwarden
Posted by Noah Falstein on Sat, 07 Mar 2009 02:45:00 EST in Game Design
My impressions of game design students in Northern Holland.
Read More... | 0 Comments

   

Noah Falstein's Comments

Comment In: Kill Polygon, Kill: Violence, Psychology, and Video Games [Feature - 10/22/2009 - 01:15]

I contributed to the ReMission ...

I contributed to the ReMission game from Hopelab - fairly violent 3rd person shooter. But the violence is directed against cancer cells and bacteria, and the game is proven to help kids with cancer stick to their treatment regiments - so it makes for a good example when people tell ...

Comment In: Minimised Game Design For Indies: Yes Or No? [Blog - 09/30/2009 - 08:20]

Glenn beat me to it. ...

Glenn beat me to it. At design talks, I frequently quote Albert Einstein, Everything should be made as simple as possible, but no simpler - restating the same principle. I think it's the single most important guideline for game design. Of course, the PROCESS of making things simple can be ...

Comment In: Calling all Narrative Designers! [Blog - 09/25/2009 - 12:38]

While I agree an iPhone-friendly ...

While I agree an iPhone-friendly site would be nice, let's get with the 21st century, folks Criticism about a graphic-intensive site reminds me of how William Gibson wrote Neuromancer on a manual typewriter - writers seem to be some of the most technology-adverse people around, which doesn't cut it for ...

Comment In: Kickstarting A Serious Game [Blog - 09/12/2009 - 01:27]

Serious games have a purpose ...

Serious games have a purpose beyond entertainment - it is often training or education, but what you are doing certainly qualifies, much as Darfur is Dying did. Interactive immersion is a great way to get people to live a different reality, and this can be used to empathize with an ...

Comment In: Interview: Weisman, Smith & Tinker Reveal Nanovor [News - 08/03/2009 - 01:12]

This is a great idea. ...

This is a great idea. I think it could be wildly successful and encourage a bunch of copycats. I think that if it does well, a similar structure will work with existing hand-held devices like the DS, PSP, and iPhone with appropriate older content, but this may be the Pokemon ...

Comment In: The History of Defender: The Joys of Difficult Games [Feature - 07/14/2009 - 03:00]

Giles, John Newcomer who designed ...

Giles, John Newcomer who designed Joust was not a good Defender player and was specifically trying to create a game that was more accessible. His battle was for the flap button, which he correctly felt was a big part of the feeling of the game - he had to fight ...

[More Noah Falstein Comments]