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October 20, 2020
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Federico Fasce's Blog


I’m the cofounder and creative director at Urustar, a small game design team based in Genova, Italia. I love games, in every possible form, from digital games, to board games, to street games.

I’m pretty convinced that games are the defining medium of this century, and I love to experiment with them. I try to apply game design to other human activities, because games are great at explaining, teaching and describing things. I try to work on my games focusing on the emotions I want people to feel, and crafting game mechanics from them.

Besides designing and developing games, I teach game design. I have held several game design classes (at IED and IULM in Italy) and I hold a one-day game design workshop for clients like Digital Accademia. I consider myself a game evangelist, and I try to explain to my clients what game are and how they should use them effectively.


Member Blogs

Posted by Federico Fasce on Wed, 08 Apr 2020 10:31:00 EDT in
An analysis of Animal Crossing as a playful space during the pandemic lockdown.

Posted by Federico Fasce on Wed, 17 Sep 2014 12:02:00 EDT in Business/Marketing, Indie
Some thoughts about how the Creative Europe Funding works and how it can change to better sustain the European game industry.

Posted by Federico Fasce on Sun, 18 May 2014 04:19:00 EDT in Design, Indie, Social/Online
Some thoughts about why I love local multiplayer games, seen through a prototype made for Urustar, Asso 91.

Posted by Federico Fasce on Thu, 07 Nov 2013 11:52:00 EST in Business/Marketing, Indie
Some comments about the great post by Jeff Vogel. And some indie optimism. Plus: clovers and luck.

Posted by Federico Fasce on Fri, 12 Apr 2013 03:30:00 EDT in
A stream of thoughts from GDC 2013. Here I state what I loved, hated or did during the conference. Mostly, I had fun and learned a lot.

Federico Fasce's Comments

Comment In: [Blog - 09/17/2014 - 12:02]

Thank you for your insights ...

Thank you for your insights Yes, of course a sports title can have a strong narrative content. I wonder, though, if the narrative content could really be a guideline for funding a game. r n r nOn the personal note, ahah. I guess we 've made a lot of very ...

Comment In: [Blog - 11/07/2013 - 11:52]

About the necessity of growing ...

About the necessity of growing a user base. I 'm totally with you. r nAll in all Vogel 's article is quite good. It 's just that I don 't believe in luck . Every single person who had success in this field had it not because they were lucky, ...

Comment In: [Blog - 02/20/2014 - 03:52]

Just a question: are you ...

Just a question: are you using kinematic rigidbodies for the walkers I guess they still need a collider in order to be destroyed by the bullets.

Comment In: [Blog - 10/10/2013 - 09:00]

I 'm sorry, are you ...

I 'm sorry, are you using a standard collider or just raycasts If you use a Unity collider, you should put a rigidbody maybe kinematic on every object you move, otherwise you can have several performance problems.

Comment In: [News - 04/22/2013 - 11:10]

A Link to the Past ...

A Link to the Past was my first Zelda game, and maybe my favorite together with Wind Waker a flawed game, I know, but one where the sense of an open, magic world was really strong . r n r nI didn 't love Twilight Princess, Skyward Sword and the ...

Comment In: [Feature - 05/09/2012 - 04:05]

I loved the game. Really. ...

I loved the game. Really. I found it so well paced and polished and I really think more people deserve to play that. r nJust one small curiosity: you did the whole project from scratch, or have you used a middleware r nThis was a really interesting reading for me.