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November 13, 2018
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Christopher Gile's Member Blogs

Posted by Christopher Gile on Tue, 12 Dec 2017 09:41:00 EST in Design, Console/PC, Serious, Indie
Not much is at stake in Pyre, so why was it the most stressful game I played this year?


Posted by Christopher Gile on Tue, 05 Dec 2017 10:06:00 EST in Design, Console/PC, Serious, Indie
With Cuphead reigniting discussions about difficult games it is worth spending some time examining some of the ways in which a game can be difficult.


Posted by Christopher Gile on Fri, 03 Feb 2017 09:46:00 EST in Design, Console/PC
There is a problem with vision in XCOM 2, but should it be fixed?


Posted by Christopher Gile on Mon, 03 Oct 2016 12:05:00 EDT in Design, Console/PC, VR
Let's talk about motion controls and Skyward Sword. Let's talk about what some of the fundamental problems with motion controls in Skyward Sword are because I like motion controls.


Posted by Christopher Gile on Mon, 05 Sep 2016 02:52:00 EDT in Design, Console/PC, Serious
The Turn Press Battle System was really complicated so Shin Megami Tensei series got rid of it, but its fingerprints can still be seen all over the subsequent games.


Posted by Christopher Gile on Mon, 22 Aug 2016 04:54:00 EDT in Design, Serious
When designing classes how the mechanics of each class/character interacts with each other can tell us a lot about how those classes/characters relate to each other.


Posted by Christopher Gile on Tue, 09 Aug 2016 10:38:00 EDT in Design, Console/PC, Serious, Indie
How Overwatch controls when every match peaks, and prevents lulls in gameplay.


Posted by Christopher Gile on Mon, 01 Aug 2016 10:27:00 EDT in Console/PC, Serious, Indie
Games can be difficult in many different ways, lets explore a couple.


Posted by Christopher Gile on Mon, 11 Jul 2016 10:37:00 EDT in Design, Serious, Indie
The differences between "Enter the Gungeon" and "The Binding of Isaac" gives us a great chance to examine how the level of dependence between attack and defense chance the feel of a game.


Posted by Christopher Gile on Mon, 04 Jul 2016 02:41:00 EDT in
Using a high degree of graphical realism changes player expectations and thus makes must be designed around.


[More Christopher Gile Blogs]