Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 28, 2020
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Caleb Compton's Blog


I am a Master's student in Computer Science and graduate teaching assistant by day, tabletop and video game designer by night. I write a weekly blog on all sorts of different gaming topics, including design, history, strategy and theories.


Member Blogs

Posted by Caleb Compton on Wed, 18 Mar 2020 10:22:00 EDT in Design, Console/PC
Everybody wants their favorite character to join Smash Bros., but what does it actually take? This video looks at the process of designing a Smash Bros. character from concept to implementation to see how much work actually goes into these characters.

Posted by Caleb Compton on Tue, 03 Mar 2020 10:32:00 EST in Business/Marketing, Design, Console/PC
Sid Meier has been working in the industry for nearly 40 years, and has produced countless classic games. In this video I talk about his history in game design, before digging into his design philosophy and how he makes his games.

Posted by Caleb Compton on Tue, 18 Feb 2020 10:10:00 EST in Design, Art, Console/PC
Pokemon designs have changed a lot over the past 20 years. In today's video, I take a look at the designs of Pokemon from Generation 2 (Gold, Silver, and Crystal) and see how they have evolved since Generation 1.

Posted by Caleb Compton on Tue, 04 Feb 2020 10:17:00 EST in Design, Art, Console/PC, Smartphone/Tablet
Fractals are some of the coolest things out there, and can be found everywhere from math to vegetables. But how can fractals help with game design? Lets find out!

Posted by Caleb Compton on Wed, 22 Jan 2020 10:51:00 EST in Design, Programming
Movement systems in games are often taken for granted, but how your movement feels can make or break your game. What makes a movement system good, and how can you design great movement in your own games? Lets find out!

Posted by Caleb Compton on Tue, 14 Jan 2020 11:07:00 EST in Design, Art, Console/PC
Pokemon designs have changed a lot over the last 23 years. In this series I look at how they have evolved based on design trends, developer interviews, and technical limitations. This first entry looks at the games that started it all - generation 1.

Caleb Compton's Comments

Comment In: [Blog - 08/07/2019 - 10:29]

I think there is a ...

I think there is a fine line between making a situation seem incredibly difficult, and making it seem impossible. That line can certainly shift from person to person - a situation that seems reasonable to one person might seem impossibly difficult to another. One thing that I appreciate about the ...

Comment In: [Blog - 04/24/2018 - 10:38]

Good point When I said ...

Good point When I said real life, I mostly just meant non-game design . I 'm glad you liked the article