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June 19, 2018
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Gregory Pellechi's Blog


Gregory Pellechi is a writer, indie game designer, podcaster, rugby player and third culture kid. He lives in Helsinki, Finland with his wife, Nora Lindström, daughter and a cat whom he is very allergic to. He runs Third Culture Kids Ab and his personal work can be found at He is the creator and host of The Writing Game a video & podcast series about writing, storytelling and narrative design in video games.


Member Blogs

Posted by Gregory Pellechi on Mon, 11 Jun 2018 11:39:00 EDT in Design, Console/PC, Indie
You got a game, it has a story... but what are its themes and what are you trying say with it? Themes help evoke that feeling your after whether its isolation or a power fantasy, here's how to go about finding, strengthening and supporting your themes.

Posted by Gregory Pellechi on Fri, 08 Jun 2018 10:48:00 EDT in Design, Console/PC, Serious, Indie, Social/Online
You got a game, it's got a story but what's your message and how are your themes supporting all of that? Here we'll examine how to find, strengthen and support your themes to make them do more. And make your game memorable as a result.

Posted by Gregory Pellechi on Fri, 25 May 2018 09:48:00 EDT in Design, Console/PC, Indie
Procedural generation is great at short scenes. But it takes a storyteller to create a compelling narrative that runs throughout an entire game. And it's stories we remember - not graphics, mechanics or systems.

Posted by Gregory Pellechi on Tue, 15 May 2018 09:43:00 EDT in Design, Console/PC, Indie
Growth and change come from breaking out of our loops, for games and their stories this can be hard. But not all change has to be related to the gameplay loop. There are other ways to express it in the story and characters of your game.

Posted by Gregory Pellechi on Fri, 27 Apr 2018 09:14:00 EDT in Design, Console/PC, Indie
Quests are meant to tell stories, to show how a character or world changes. But video games seem intent on keeping that from happening. Even the lowly fetch quest can be the fulcrum for a character arc or world-shifting events.

Posted by Gregory Pellechi on Thu, 19 Apr 2018 09:44:00 EDT in Design, Console/PC, Indie
Games as power fantasies result in success after success for player character. For the story that makes them boring because the characters never encounter failure and have to change track. A Try/Fail cycle is vital to interesting storytelling in games.

Gregory Pellechi's Comments

Comment In: [Blog - 04/19/2018 - 09:44]

Thanks, really appreciate it. I ...

Thanks, really appreciate it. I 'm new to the whole YouTube video thing, and I know if I spent the time to capture footage and edit that in I 'd probably do better. But it 's all a matter of focus - and writing is more my concern than creating ...