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Gamasutra: The Art & Business of Making Gamesspacer
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April 25, 2019
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Paolo Gambardella's Blog


Comprehensive experience in game design and development matured with many years of collaboration with companies in the video-ludic software sector.
Creative and outgoing personality with a very strong passion for videogames development.
I've proven my ability to lead a team and work under pressure, in enviroments where problem-solving skills have resulted
essential to meet production requirements and deadlines.
My communication skills have developed substantially during the years, thanks to my approach as “interaction-oriented
computer scientist”. I believe in approaching tasks in disciplined way, supporting this philosophy
constantly in all activities I am involved in.

- Game Design: prototyping, flow design, proposals, balancing, metrics analisys, stats generation, level design, gamification.
- Project Management: Scrum, XProgramming
- Software: Photoshop, Microsoft Office
- Programming: C, C++, Unity3D, Java, JavaScript, C#, LUA and Python.


Member Blogs

Posted by Paolo Gambardella on Fri, 30 Nov 2018 09:59:00 EST in Business/Marketing, Design, Programming
I want to share some insight of my new life as a remote game maker with Gamasutra community.

Posted by Paolo Gambardella on Tue, 29 Jul 2014 02:46:00 EDT in Production, Indie
In game development there is not any magic formula for success; the whole process is trial -> result -> learn. SCRUM methodology fosters the learning and improve the responsibility of each member of the team.

Paolo Gambardella's Comments

Comment In: [Blog - 11/02/2017 - 09:56]

Project management is about budget ...

Project management is about budget and deadlines, not about product/market fit. r n r nIf you have a budget X, you decide to complete some deadline in the time Y. Then you have a product. And the product may sell or not, this is not a matter of project management. ...

Comment In: [Blog - 11/10/2016 - 09:51]

the problem of making games ...

the problem of making games alone is exactly this: we live with our convinctions and have no confrontation on our design choices. Some example: r n r n I hate tutorials, and in games I prefer to work things out for myself. r nok, but you know your public is ...

Comment In: [Blog - 09/26/2016 - 10:35]

games can be art. Games ...

games can be art. Games are not art. r n r nArt definition: the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power. r n r na game ...

Comment In: [News - 07/06/2016 - 03:49]

though to determine the payout ...

though to determine the payout casinos need that for their business . Nice niche for machine learning, the auto-pacing of difficulty based on big data.

Comment In: [News - 03/07/2016 - 10:32]

a bad news for the ...

a bad news for the EU gaming sector.

Comment In: [News - 03/03/2016 - 02:41]

really interesting, I appreciated the ...

really interesting, I appreciated the concept of fun momentum . Btw, how to quantify the fun at each iteration Is it a matter of feelings making playtests