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Christian Karrs's Blog

 

Sr. Game Designer on Disney Sorcerer's Arena. RPGs and tactics games have a special place in my heart, but I love all types of games and have worked on a variety of genres. I'm a big believer of storytelling within/through games. Thoughts and opinions expressed in my blog posts here are completely my own and not my employer's.

 

Member Blogs

Posted by Christian Karrs on Mon, 20 Aug 2018 03:15:00 EDT in Design, Social/Online, Smartphone/Tablet
When does pulse pounding tension drift into yawning tedium? Tactful inactive moments can be powerful tools for game-makers to create anticipation, but it can be difficult balancing to avoid boredom. This post looks at how this arises in Clash Royale.


Posted by Christian Karrs on Tue, 05 Sep 2017 09:06:00 EDT in Business/Marketing, Design, Smartphone/Tablet
Reoccurring events have become a stable of casual puzzle games on mobile. From a design perspective, what are these events trying to achieve?


Posted by Christian Karrs on Tue, 19 Jan 2016 12:47:00 EST in Design, Social/Online, Smartphone/Tablet
How do you keep players engaged through 1000+ levels of content without continually introducing new mechanics? In this post I analyze use of progression in puzzle level design for mobile games.



Christian Karrs's Comments

Comment In: [Blog - 05/12/2020 - 10:47]

Great article Mata The distinctions ...

Great article Mata The distinctions you draw between different types of immersion creates some helpful tools for parlance on necessary areas of gameplay. In particular the distinction between systems immersion and spatial immersion stands out as helpful, as so often immersion is just used to refer to spatial, with systems ...

Comment In: [Blog - 04/23/2020 - 10:43]

Great interview Interesting to hear ...

Great interview Interesting to hear how the team learned and adapted throughout the development process, always coming back to the focusing on what could strengthen what was the core of the game design. Nice to have insight into this comparatively unique development process, both due to the distributed team and ...

Comment In: [News - 03/18/2016 - 11:59]

Agreed. It would be really ...

Agreed. It would be really interesting to see a postmortem on the design process and ideas the team went through before deciding a F2P approach didn 't fit the game.

Comment In: [Blog - 02/04/2016 - 01:29]

I enjoyed the comparisons you ...

I enjoyed the comparisons you outlined between marketing for a mobile game, and marketing for a PC market. Towards the end of your article you say, In the past year we ve had a lot of fun talking to our fans and creating the community around Planet Nomads. It s ...

Comment In: [Blog - 01/19/2016 - 12:47]

Good question, and thanks for ...

Good question, and thanks for reading It s definitely a non-trivial problem. I think that different people have different ways of approaching the matter, and to some extent this manages itself if new mechanics are introduced naturally expanding the design space as new content is introduced. But, as stated, eventually ...