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April 22, 2018
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Christiaan Moleman's Blog

 

I make games and animation.

http://www.ninjadodo.net/

twitter: @ninjadodo

 

Member Blogs

Posted by Christiaan Moleman on Wed, 02 Nov 2016 04:38:00 EDT in Design, Art
Exploring why it is useful for designers to understand character animation, and where to start.


Posted by Christiaan Moleman on Mon, 23 Nov 2015 07:41:00 EST in Design, Programming, Art, Indie
Why studios should encourage instead of restrict employees doing hobby projects on their own time.


Posted by Christiaan Moleman on Tue, 22 Nov 2011 08:20:00 EST in Console/PC
Why Sony should let players turn off Trophy notifications.


Posted by Christiaan Moleman on Tue, 26 Oct 2010 01:15:00 EDT in Design, Art
Another look at good use of animation in games.


Posted by Christiaan Moleman on Sun, 05 Apr 2009 03:22:00 EDT in Design, Art
A quick glance at some examples of how animation can be used to convey important information to the player.


Posted by Christiaan Moleman on Thu, 19 Mar 2009 07:08:00 EDT in Design, Art
Anticipation in games? Balancing a sense of weight with player control? Shadow of the Colossus seems to prove it can be done.



Christiaan Moleman's Comments

Comment In: [News - 04/13/2018 - 08:54]

Quality commentary there, guy. Truly ...

Quality commentary there, guy. Truly the kind of incisive insight that brings us to this website.

Comment In: [News - 01/24/2018 - 04:01]

Immersive Sim is a genre ...

Immersive Sim is a genre name. Sim in this case refers to the logical emergent nature of their mechanics objects and characters mostly behave as you would expect them to in real life, eg fire burns and heats, ice melts and turns into a water, things have physical properties, characters ...

Comment In: [News - 01/05/2018 - 12:00]

I 'm surprised Assassin 's ...

I 'm surprised Assassin 's Creed Origins only got an honourable mention in Visual Art. Their recreation of Ancient Egypt is stunning.

Comment In: [News - 11/21/2017 - 07:18]

This is not even specific ...

This is not even specific to any one game. The urge to add meaningless grind to unlock the actual fun parts of a game is a huge problem in modern game design. There are games where skill trees, gradual unlocks etc are integral to the experience and the actual process ...

Comment In: [News - 11/14/2017 - 10:03]

Yeah, I 'm not sure ...

Yeah, I 'm not sure who this is for. Anything beyond 12 months seems like it would be a worse deal than just saving 99 for a permanent license. Also there 's a mandatory splash screen apparently r n r nThe only scenario where this is any kind of value ...

Comment In: [News - 10/19/2017 - 04:05]

Yeah, I feel like the ...

Yeah, I feel like the problem is not that there are too many games, but that games don 't respect players ' time and far outstay their welcome with filler busywork and compulsive collection mechanics that appeal to the lizard brain but not much else. There is no recent AAA ...