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Mata HaggisBurridge's Blog


I am the Professor of Entertainment and Creative Games at NHTV University in the Netherlands. I mix practical knoweldge from over a decade of games development with academic training.

Before I started lecturiing, I was a games and narrative designer with experience of AAA games dev, indie projects, and animation for the web and television. I still consult in this area to keep my teaching connected with the games industry, and I recently released Fragments of Him on PC and consoles in collabroation with Sassybot.

I also paint and occasionaly juggle things (which may or may not be on fire at the time). I'm very bad at the guitar.


Member Blogs

Ten developers, from AAA to indies and community organisers, were interviewed about relationship with academia, thoughts on the future of games, and more. The results are inspiring and personal stories that drive devs in their work.

Posted by Mata HaggisBurridge on Mon, 27 Mar 2017 10:42:00 EDT in Design, Console/PC, Indie, Social/Online
New research is underway into the relationship between games, developers, academics, and wider society. The first result might not be very surprising: games developers don't research papers. If you did find that surprising, you are probably a researcher.

Posted by Mata HaggisBurridge on Tue, 15 Jul 2014 01:26:00 EDT in Business/Marketing, Design, Console/PC, Serious, Indie
The final GaymerX conference happened in San Francisco this weekend. This post reflects on the successes of the event and its diversity agenda. The post also looks at why this was the last 'GaymerX' and where the organisers will take this in the future.

Posted by Mata HaggisBurridge on Thu, 17 Apr 2014 12:11:00 EDT in Business/Marketing, Design, Serious, Indie
Why is it that games that address issues of diversity are often described as having an 'agenda', regardless of content, when mainstream titles are not given this label? Inspired by the recent Different Games conference, this post discusses this phenomena.

Posted by Mata HaggisBurridge on Fri, 21 Feb 2014 06:40:00 EST in Design
With a time limit of three days, an emotional narrative, multiple in-game locations, and issues of sexuality, it was going to be a challenge controlling the scope of the Fragments of Him prototype. This post describes how we did it, and what we learnt.

Posted by Mata HaggisBurridge on Fri, 13 Dec 2013 12:52:00 EST in Design, Production, Console/PC
What happens when a game that is intended to be satire doesn't get interpreted that way, and what does this tell us about the games industry? A look at gender representation and satire in Far Cry 3, with a take-away for the wider industry.

Mata HaggisBurridge's Comments

Comment In: [News - 04/27/2016 - 01:27]

More recently also The Room, ...

More recently also The Room, Assassin 's Creed 's 'eagle vision ', and detective mode in the Batman Arkham series.

Comment In: [Blog - 02/03/2015 - 02:59]

I liked the article, but ...

I liked the article, but the conclusions take a couple of leaps beyond the earlier arguments. The MDA model is appropriate for analysis and understanding, but it doesn 't necessarily provide new avenues for designers to think outside of existing paradigms. In my understanding of the model, it is a ...

Comment In: [Blog - 09/09/2014 - 08:34]

A lovely explanation of some ...

A lovely explanation of some of the less-obvious parts of branching dialogue. Thank you

Comment In: [Blog - 08/17/2014 - 02:21]

Excellent article. The exploration of ...

Excellent article. The exploration of the link between spatial design and art assets is rarely explored in this depth. Thank you for taking the time to write it

Comment In: [Blog - 07/15/2014 - 01:26]

You 're welcome It was ...

You 're welcome It was great to feel that we were at the tip of an iceberg this weekend - there are a lot of people around the world who couldn 't attend, but whose wishes are behind the GaymerX event.

Comment In: [News - 06/18/2014 - 10:32]

Aww That 's a lovely ...

Aww That 's a lovely story. There 's a lot to be said for making a determined effort to finish a project... And a lot to be said for understanding scope too I look forward to the sequel in 2027 :