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Sande Chen's Blog   Expert Blogs

 

Sande Chen is a writer and game designer whose game credits span over 15 years in the industry. Her writing credits include 1999 Independent Games Festival winner Terminus and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild Award in Videogame Writing. She is the co-author of Serious Games: Games That Educate, Train, and Inform and a contributor to Writing for Video Game Genres, Professional Techniques for Video Game Writing, and Secrets of the Game Business. In 2006, she was profiled as one of the game industry's top 100 most influential women for her work as Director of Girls in Games, Inc. She has spoken about games at conferences around the globe, including the Game Developers Conference, Austin Game Developers Conference, and the Serious Games Summit D.C. She also has a Grammy nomination.  She can be found on Twitter: @sandechen

 

Expert Blogs

Posted by Sande Chen on Mon, 13 Jun 2016 05:27:00 EDT in Design, Serious, Indie, Social/Online, VR
In this podcast, game designer Sande Chen discusses meta-gaming and educational analog games, especially edu-larps, which might be considered the precursor of educational VR.


In this video, game writer/designers Leah Miller, Cohen Edenfield, James Pianka, Sande Chen, John Ryan, and Nicole Kline share stories from the frontlines of game development


Posted by Sande Chen on Thu, 19 May 2016 01:51:00 EDT in Business/Marketing, Design, Production, Serious, Indie, Social/Online
In this article, game designer Sande Chen argues that commercial game developers can benefit from adapting their games for education.


Posted by Sande Chen on Mon, 09 May 2016 08:06:00 EDT in Business/Marketing, Production, Serious, Indie
In this podcast, game designer Sande Chen describes funding models for educational games.


Posted by Sande Chen on Tue, 26 Apr 2016 12:56:00 EDT in Design, Serious, Indie, Social/Online
In this article, game designer Sande Chen follows up on the ways games can provide a truly emotional experience.


Posted by Sande Chen on Mon, 18 Apr 2016 01:18:00 EDT in Design
In this article, game writer Sande Chen discusses how storytellers can mitigate ludonarrative dissonance by respecting the player experience



Sande Chen's Comments

Comment In: [Blog - 06/13/2016 - 05:27]

You can go to the ...

You can go to the gamesandlearning channel on SoundCloud. There is a link next to the Play button. r n r nThe article is hyperlinked to its title: http://www.gamesandlearning.org/2016/02/18/the-world-according-to-edu-larps-the-analog-learning-games/

Comment In: [Blog - 12/28/2015 - 01:57]

Psst I 'm a YouTuber, ...

Psst I 'm a YouTuber, even have the nice YouTube logo gift, but the channel 's not under my real name. However, I do have plans for a new channel. Anyway, here 's a tip. Do check out the channel first and look at the messaging as to Preferred Method ...

Comment In: [Blog - 08/21/2015 - 01:47]

If you 've read the ...

If you 've read the book series of A Song of Ice and Fire the basis for Game of Thrones , then I think you 'd recognize that there are powerful, strong-willed female characters in that universe, which although inspired by Europe 's medieval period, is still a fantasy universe.

Comment In: [Blog - 08/14/2015 - 01:58]

I 'm not sure how ...

I 'm not sure how you got the idea that stacking the dice in an emergent narrative is equivalent to a directed, controlled narrative experience. r n r nIf you go to Wal-Mart, you could have an emergent experience. It could be boring or it might be exciting. If it ...

Comment In: [Blog - 06/10/2015 - 02:22]

The rewards types were fairly ...

The rewards types were fairly typical in that the quest would reward you with in-game currency of either type or power-ups that would benefit your progress in the game whether in the form of gear or items or energy . r n r nI don 't think that developers are ...

Comment In: [Blog - 05/26/2015 - 02:35]

Reid Kimball wrote under the ...

Reid Kimball wrote under the topic of 2-3 Hour Games on the blog. His thought process was about shorter, tighter focused gaming experiences.