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Francisco Souki's Blog   Expert Blogs


Francisco is a Game Designer at Schell Games. He has spent the past seven years designing videogames, interactive installations, classical art reimaginings, theater performances and a digital puppeteering software. 


Expert Blogs

Posted by Francisco Souki on Wed, 08 Apr 2015 02:15:00 EDT in Audio, Business/Marketing, Design, Programming, Production, Art
Here's a log of the ~100 GDC talks I've watched with fellow game developers, with ratings and tags so you can find the best ones and the free ones.

Posted by Francisco Souki on Fri, 08 Mar 2013 12:21:00 EST in Design, Console/PC
Tungsten is an ugly pimple on the awkward face of a developing industry of microtransactions. It sticks out and is quite hard to look at. It literally lurks in a corner of the Dead Space 3 resource shop, waving its $ flag shyly but resolutely.

Posted by Francisco Souki on Fri, 09 Dec 2011 09:31:00 EST in Design, Indie
Back in August, Schell Games halted production of all projects and let their 70 employees, myself included, work on whatever they wanted for a week. One of the result projects, InnerCube, is now out on the market. Here is what I learned from the process.

Posted by Francisco Souki on Fri, 09 Jul 2010 11:16:00 EDT in Design
Bow in hand, my super hot archer-chick was standing there, looking at her adventuring party. These were the dudes and girls that had stood by her as she kicked butts across an entire continent. And I could not care less about them.

Posted by Francisco Souki on Sun, 06 Sep 2009 08:28:00 EDT in Design
I have just finished playing through inFAMOUS and I’m ready to speak my mind - hot as it might be. This piece will spoil a big part of inFAMOUS and even a bit of Bioshock So be warned. SPOILERS below.

Posted by Francisco Souki on Mon, 31 Aug 2009 12:38:00 EDT in Design
High expectations for Henry Hatsworth meant I had a lot to say when I finally played it. After I posted a note about the game which got featured in Gamasutra, I recieved a surprise email from Kyle Gray, the mind behind the game.

Francisco Souki's Comments

Comment In: [Blog - 04/08/2015 - 02:15]

Definitely a big overlap between ...

Definitely a big overlap between great talks and free talks, which is great news for everyone. And like you, I don 't know if I would pay for a membership if I didn 't already have access to one. r n r nThere 's definitely great stuff that isn 't ...

Comment In: [Blog - 03/08/2013 - 12:21]

It would seem like the ...

It would seem like the equation for when we do/don 't feel dirty around microtransactions has more variables than developers and players have managed to account for. Some of those, and the good points you make, dabble in psychology. I would very interested in reading well-informed research about the psychology ...

Comment In: [Feature - 06/26/2012 - 04:20]

Good article, Victoria. I did ...

Good article, Victoria. I did a more broad analysis of some of Chrono Trigger 's design lessons a while back, thought you and anyone else who has enjoyed this article might find it interesting: r n r n

Comment In: [Blog - 12/09/2011 - 09:31]

Hi Michael Thanks for the ...

Hi Michael Thanks for the comment. Before Jam Week, the company tried something slightly similar to Google's 20-percent time, where once a month or so we were encouraged to work on whatever we wanted for a day. However, most people just used that time to catch up on their tasks ...

Comment In: [News - 11/22/2010 - 04:39]

Actually, also according to Inside ...

Actually, also according to Inside Facebook, Phrases isn't quite above Farmville.

Comment In: [Feature - 07/21/2010 - 04:35]

Great article Super practical and ...

Great article Super practical and to the point. It was interesting to see you mention Narrative Game Mechanics - I wrote a Gamasutra post on that subject a while back, here's the link in case anyone is interested Mechanics That Tell Stories.php