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July 7, 2020
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Davide Aversa's Blog


I'm a Ph.D. student at "La Sapienza" University of Rome and small game developer by myself. My research focus is on Artificial Intelligence and videogames. Always searching for a way to apply my academic work to real world games!


Member Blogs

Posted by Davide Aversa on Wed, 20 Mar 2019 06:48:00 EDT in Design
I hate gathering quests. Whenever a gathering quest pops out in my single player experience, I get furious. Unfortunately, this is a virus that it is spreading. Therefore, I needed to make a stand. This article is my stance: gathering quest sucks.

Posted by Davide Aversa on Thu, 05 Apr 2018 03:18:00 EDT in
Fishing is probably the most common mini-game in gaming history. So I tried to analyze for fun many of the possible variations in commercial game. How can we classify them? Can we create something new?

Posted by Davide Aversa on Mon, 27 Nov 2017 11:25:00 EST in Design, Programming
Procedural Generation (PCG) is a really abused marketing word. More often than not, PCG is used a surrogate for good game design. We fill our games of meaningless "variations" instead of meaningful "variety". It is time to stop this.

Posted by Davide Aversa on Mon, 12 Jun 2017 01:07:00 EDT in Programming
In the last article we introduced a basic approach for Inventory-Aware Pathfinding, a pathfinding algorithm capable of interacting with obstacles. Here, we will improve the algorithm performance with a simple preprocessing algorithm.

Posted by Davide Aversa on Fri, 22 Apr 2016 03:29:00 EDT in Programming
Solving planning and pathfinding at the same time can save you a lot of time. It is the case of Inventory-Aware Pathfinding where we want to solve pathfinding in a map constrained by the items brought by the agent (e.g., keys to open locked doors).

Davide Aversa's Comments

Comment In: [Blog - 01/29/2018 - 10:02]

I think it is true ...

I think it is true that complexity by per se should be avoided. Complexity in combat systems should provide depth, if you provide complexity alone, you are not doing a service to your game. But avoiding complexity may be the same a mistake. The challenge is to design a combat ...

Comment In: [Blog - 04/22/2016 - 03:29]

We are working on something ...

We are working on something similar. : Exploiting the hierarchy of the problem is a good way to find wich key can be safely ignored saving a lot of time . I hope to get this published soon, so I can write a new Gamasutra article on it :

Comment In: [News - 06/29/2015 - 05:43]

I really have to try ...

I really have to try this, because I 'm an Android user. But it is quite interesting, I didn 't expect such a success Maybe, as Michael said in another comments, they have built this game with only fun in mind and no I wanna make easy money .