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November 18, 2018
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November 18, 2018
Games Press
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Pascal Luban

Pascal Luban is a freelance creative director and game designer based in France. He has been working in the game industry as a game or level designer since 1995 and has been commissioned by major studios and publishers including Activision, SCEE, Ubisoft and DICE. In particular, he was Lead Level Designer on the 'versus' multiplayer versions of both Splinter Cell: Pandora Tomorrow and Chaos Theory, he designed CTF-Tornado, a UT3 mod multiplayer map built to showcase the applications of physics to gameplay, he was creative Director on Wanted Weapons of Fate and lead game designer on Fighters Uncaged, the first combat game for Kinect.

His first game for mobile platforms, The One Hope, was published in 2007 by the Irish publishers Gmedia and has received the Best In Gaming award at the 2009 Digital Media Awards of Dublin.

Leveraging his design experience on console and PC titles, Pascal is also working on social and Free-to-Play games. He contributed to the game design of Kartoon, a Facebook game currently under development at Kadank, he did a design mission on Treasure Madness, zSlide's successful Free-to-Play game and completed several design missions for French and American clients.

Pascal is content director for the video game program at CIFACOM, a French school focusing on the new media industry.

Features by Pascal Luban:
The Design of Free-to-Play Games, Part 2 [01.18.12]
The Design of Free-To-Play Games: Part 1 [11.22.11]
The Silent Revolution of Playtests, Part 2 [04.09.09]
The Silent Revolution Of Playtests, Part 1 [03.17.09]
The Megatrends of Game Design, Part 4 [12.24.08]
The Megatrends of Game Design, Part 3 [12.03.08]
The Megatrends of Game Design, Part 2 [11.05.08]
The Megatrends of Game Design, Part 1 [08.28.08]
Physics in Games: A New Gameplay Frontier [12.04.07]
Multiplayer Level Design In-Depth, Part 3: Technical Constraints and Accessibility [11.22.06]
Multiplayer Level Design In-Depth, Part 2: The Rules of Map Design [11.08.06]
Multiplayer Level Design In-Depth, Part 1: The Specific Constraints of Multiplayer Level Design [10.26.06]
Designing and Integrating Puzzles in Action-Adventure Games [12.06.02]
The Right Decision at the Right Time: Selecting the Right Features for a New Game Project [09.26.01]
Turning a Linear Story into a Game: The Missing Link between Fiction and Interactive Entertainment [06.15.01]