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May 22, 2019
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Guido Henkel's Blog   Expert Blogs


Guido Henkel has been a professional game developer since 1983 and his love for games has never waned. He is currently working as a consultant and independent game developer. His skill set covers all disciplines of the games industry, ranging from game design and writing, programming and technical design to music, sound design, and all business aspects of the industry. 

Guido was the producer of the award-winning roleplaying game Planescape: Torment, and was one of the driving forces behind the award-winning Realms of Arkania RPG series, as well as many other games in a variety of genres.

He has also been working in the mobile space since its inception in 2000 and has served on the GDC Mobile Advisory Board, and as the GDC Mobile chairman, for many years before it was integrated into GDC as a summit.

You can find his personal blog at


Expert Blogs

Posted by Guido Henkel on Tue, 07 Feb 2017 07:49:00 EST in Design, Console/PC
Although today's technology and processing power are no longer limiting factors, computer role-playing games have become formulaic copies of themselves without much advancement in the past 20 years. Here are some ideas how we can take the genre forward.

Posted by Guido Henkel on Mon, 16 May 2016 07:16:00 EDT in Business/Marketing, Smartphone/Tablet
Visibility is the biggest problem mobile games face in the current climate. Every game. so it seems only fair to highlight some of the most entertaining games I've stumbled across in the AppStores while looking for games to republish in our Playmium line.

Posted by Guido Henkel on Wed, 20 Apr 2016 12:30:00 EDT in Business/Marketing, Smartphone/Tablet
With thousands of games flooding AppStores every month, for most games it is impossible to gain traction. While searching for developers to sign up, I have scoured and tested countless games and here is a list of some of the highlights I stumbled across.

Guido Henkel's Comments

Comment In: [News - 07/09/2018 - 04:11]

I don 't think it ...

I don 't think it is a lost art at all. There 's still plenty of developers around, like myself, who used to develop DOS games for over a decade. There 's also still tons of literature/books floating around on the subject that you can use for reference. r n ...

Comment In: [Blog - 07/21/2017 - 12:33]

This is all well and ...

This is all well and nice, but by so stolidly rejecting every monetization method out there, how exactly do you generate revenue for your game Great relationships with your players, user retention and people playing a game for months and years is all nice and good, but it it is ...

Comment In: [Blog - 02/07/2017 - 07:49]

Production cost is most definitely ...

Production cost is most definitely a concern, I agree, but perhaps, it is time to rethink the approach a little, at least in some games, and instead of creating bigger games, to create richer games with a more enriching experience. Naturally, these decisions are always at the discretion of the ...