Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [14]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [43]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
spacer
Features
 

Ernest Adams

Ernest Adams is a freelance game designer, writer, and lecturer, and a member of the International Hobo game design consortium. He is the author of two books, Andrew Rollings and Ernest Adams on Game Design, with Andrew Rollings; and Break Into the Game Industry: How to Get a Job Making Video Games. Ernest was most recently employed as a lead designer at Bullfrog Productions, and for several years before that he was the audio/video producer on the Madden NFL Football product line. He has developed on-line,
computer, and console games for everything from the IBM 360 mainframe to the Playstation 2. He was a founder of the International Game Developers' Association, and a frequent lecturer at the Game Developers' Conference. Ernest would be happy to receive E-mail about his columns at ewadams@designersnotebook.com, and you may visit his professional web site at http://www.designersnotebook.com.

The views in this column are strictly his own.


Features by Ernest Adams:
The Designer's Notebook: Bad Game Designer, No Twinkie! XII [12.26.11]
The Designer's Notebook: Passion Versus Professionalism [10.25.11]
The Designer's Notebook: Eight Ways To Make a Bad Tutorial [06.14.11]
The Designer's Notebook: Introducing The Blitz Online [04.13.11]
The Designer's Notebook: Bad Game Designer, No Twinkie! XI [12.02.10]
The Designer's Notebook: Don't March, Dance! [10.28.10]
The Designer's Notebook: Sandbox Storytelling [08.25.10]
The Designer's Notebook: Preventing the Downward Spiral [05.12.10]
The Designer's Notebook: Selling Hate and Humiliation [04.08.10]
The Designer's Notebook: Bad Game Designer, No Twinkie! X [12.07.09]
The Designer's Notebook: How to Write Sports Commentary [09.29.09]
The Designer's Notebook: Sorting Out the Genre Muddle [07.09.09]
The Designer's Notebook: The Genre That Would Not Die! [04.14.09]
The Designer's Notebook: Numbers, Emotions, and Behavior [01.27.09]
The Designer's Notebook: The Moral Panic Isn't Over Yet [11.25.08]
The Designer's Notebook: Bad Game Designer, No Twinkie! IX [10.09.08]
The Designer's Notebook: The Tao of Game Design [08.19.08]
The Designer's Notebook: Difficulty Modes and Dynamic Difficulty Adjustment [05.14.08]
The Designer's Notebook: Damn All Gameplay Patents! [03.05.08]
The Designer's Notebook: Ten Years Of Great Games [11.26.07]
The Designer's Notebook: Bad Game Designer, No Twinkie! VIII [09.04.07]
The Designer's Notebook: Why Design Documents Matter [07.17.07]
Designer's Notebook: Is It Time to Dump EA? [06.06.07]
The Designer’s Notebook: Why Action Games Suck (And What To Do About It) [05.01.07]
The Designer’s Notebook: Why Action Games Suck (And What To Do About It) [05.01.07]
The Designer's Notebook: Asymmetric Peacefare [01.31.07]
The Designer's Notebook: PS3 versus Wii - The Designer's Perspective [12.22.06]
The Designer's Notebook: Employees Leaving? Deal With It! [11.02.06]
The Designer's Notebook: Revenge of the Highbrow Games [09.29.06]
The Designer's Notebook: Where's Our Merchant Ivory? [08.07.06]
The Designer's Notebook: 'Bad Game Designer, No Twinkie!' VII [07.10.06]
The Designer's Notebook: Introducing Ken Perlin's Law [06.01.06]
Designer's Notebook: Cheer Up! Video Games are in Great Shape [04.21.06]
Designer's Notebook: Strange Agents Are Profiling Our Games! [03.02.06]
Designer's Notebook: Strange Agents Are Profiling Our Games! [03.02.06]
The Designer's Notebook: Multi-level Gameplay [01.30.06]
Designer's Notebook: The End Of Copyright [11.28.05]
Designer's Notebook: The Unique Design Challenge of Pinball Simulations [10.03.05]
The Designer's Notebook: The Bill of Players’ Rights [08.26.05]
The Designer's Notebook: You Must Play Façade, Now! [07.28.05]
The Designer's Notebook: A Letter from the Cockpit [06.28.05]
The Designer's Notebook: Bad Game Designer, No Twinkie! VI [06.03.05]
The Designer's Notebook: A Few Remarks on Creative Play [04.29.05]
The Designer's Notebook: The Act - Emotion Control with Single-Knob Gameplay [04.01.05]
The Designer's Notebook: What's On The Designer's Bookshelf? [02.23.05]
The Designer's Notebook: Educational Games Don't Have to Stink! [01.26.05]
The Designer's Notebook: How Many Endings Does a Game Need? [12.22.04]
The Designer's Notebook: Dramatic Novelty in Games and Stories [11.15.04]
The Designer's Notebook: The Perils of Bottom-up Game Design [10.18.04]
The Designer's Notebook: A Perfect Short Game [09.15.04]
The Designer's Notebook: Kicking Butt by the Numbers: Lanchester's Laws [08.06.04]
The Designer's Notebook: Postmodernism and the 3 Types of Immersion [07.09.04]
The Designer's Notebook: Bad Game Designer, No Twinkie! V [06.11.04]
Designer's Notebook: Designing with Gameplay Modes and Flowboards [05.10.04]
The Designer's Notebook: The Best of the Game Design Workshops [04.02.04]
Random Thoughts on Mobile Games [02.20.04]
The Designer's Notebook: What Evil Lurks in the Hearts of NPCs? [01.16.04]
The Designer's Notebook: Inside a Game Design Company [12.02.03]
The Designer's Notebook: Hardware Designers - Talk To Us! [10.22.03]
The Designer's Notebook: Not Just Rappers and Athletes: Minorities in Videogames [08.27.03]
The Designer's Notebook: Tuning Puzzle Games for Non-Puzzle Gamers [08.06.03]
The Designer's Notebook: In The Beginning Was The Word [07.02.03]
The Designer's Notebook: Bad Game Designer, No Twinkie! IV [05.23.03]
The Designer's Notebook: Defining The Physical Dimension of a Game Setting [04.30.03]
The Designer's Notebook: Defining The Physical Dimension of a Game Setting [04.30.03]
Designer's Notebook: More Sex(es) in Computer Games [04.01.03]
The Designer's Notebook: What Kind of Designer Are You? [01.27.03]
The Designer's Notebook Turns Five: A Look Back [11.08.02]
Designer's Notebook: The Role of Architecture in Videogames [10.09.02]
Designer's Notebook: Stop Calling Games [07.26.02]
From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication [06.05.02]
Technology Inspires Creativity: Indie Game Jam Inverts Dogma 2001! [05.31.02]
Putting Madden in Madden: Memoirs of an EA Sports Video Producer [04.26.02]
Bad Game Designer, No Twinkie! III [02.08.02]
Designer's Notebook: Positive Feedback [01.04.02]
The Day the "Fun" Became Real [10.19.01]
My "Next" Games: Families, Psychology, and Murder [08.08.01]
Replayability, Part 2: Game Mechanics [07.03.01]
Replayability, Part One: Narrative [05.21.01]
Brian Moriarty on Text RPGs and Skotos Tech [04.09.01]
Dogma 2001: A Challenge to Game Designers [02.02.01]
Designing Need-based AI for Virtual Gorillas [12.22.00]
Sex in Videogames, Part 3: Dramatic Significance [11.21.00]
Sex in Videogames, Part 2: Explicit Sex [10.05.00]
Sex in Videogames, Part 1: Seduction [09.15.00]
Casual Versus Core [08.01.00]
Designer's Notebook: Breaking the Rules (Ernest Goes To The Movies) [07.06.00]
Death (and Planescape: Torment) [05.19.00]
The Designer's Notebook: Bad Game Designer, No Twinkie! II [03.31.00]
The Designer's Notebook: Some Thoughts on Archaic Language [02.29.00]
The Designer's Notebook: A Letter from a Dungeon [01.26.00]
The Designer's Notebook: Three Problems for Interactive Storytellers [12.29.99]
Designer's Notebook: It's Time to Bring Back Adventure Games [11.09.99]
The Designer's Notebook: I Can't Keep Up! [10.22.99]
The Designer's Notebook: Designing and Developing Sports Games [09.24.99]
The Designer's Notebook: Reflections on the Colorado School Massacre [08.20.99]
The Designer's Notebook: Simplification [07.16.99]
The Designer's Notebook: Tolkien, Beethoven, Vision [06.18.99]
The Designer's Notebook: The Slippery Slope of Advertising [05.28.99]
The Designer's Notebook: Shut Up and Design! [04.09.99]
The Designer's Notebook: Let’s Put the Magic Back in Magic [03.12.99]
Designer's Notebook: How To Be Weird [02.12.99]
Designer's Notebook: Interstate'76 and the Principles of Harmony [01.15.99]
Designer's Notebook: How to Get Started in the Game Industry: Part II [12.18.98]
Designer's Notebook: How to Get Started in the Game Industry: Part I [12.11.98]
Designer's Notebook: Creating Opponents for Wargames [11.20.98]
Designer's Notebook: A Symmetry Lesson [10.16.98]
Designer's Notebook: The VR Gorilla-Rhino Test [08.14.98]
Designer's Notebook: In Memoriam: Danielle Berry [07.17.98]
Designer's Notebook: Cartographic Cartwheels [06.19.98]
Designer's Notebook: Gulliver and Game Design [05.22.98]
Designer's Notebook: Implementing God in the On-Line World [04.24.98]
Designer's Notebook: Bad Game Designer, No Twinkie! [03.13.98]
Designer's Notebook: Games for Girls? Eeeeewwww! [02.13.98]
Designer's Notebook: Not Just Another Scary Face [01.16.98]
Designer's Notebook: Why 'On-Line Community' is an Oxymoron [12.05.97]
Designer's Notebook: Dr. Livingstone, I Presume? [11.28.97]
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.