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July 29, 2021
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Hardy LeBel's Blog   Expert Blogs


I've always been a storyteller. I grew up playing Dungeons & Dragons and every other tabletop role-playing game I could get my hands on. I eventually earned my BA in English from Boston University where I was a Gold Key merit scholar.

Before I got my break into video games I worked for years as a freelance writer and illustrator. Then I got my chance, and for the past 18 years I've been a creative professional in the video games industry. You might know my work on games like HaloHalo 2SOCOM 3, or FarCry 2. You might have played some of the stuff I helped publish, like Dungeon Siege 2 or Jade Empire. Maybe you're even old enough to remember OniPacMan World 20th AnniversaryVigilante 8 or the first game I ever worked on; Apocalypse (starring Bruce Willis).

A big part of every one of my jobs has always been writing - everything from text mission descriptions, voiceover dialogue and cinematic scripts all the way up to creating entire game intellectual properties.

In my most recent gig, I was a founder and Executive Creative Director at the mobile game studio Industrial Toys. As I was working on the flagship game Midnight Star, my youngest child asked me. "Daddy, will I be allowed to play your new game?" I had to say no. It's a shooter after all. And as I said it, I realized that it was time for me to make a change.

Now I’ve dedicated myself to my writing. I'm determined to do creative work that’s timeless, and accessible to audiences of all ages.

(And maybe talk a little bit about games along the way.)

Please visit my website:


Expert Blogs

Posted by Hardy LeBel on Thu, 20 Oct 2016 09:49:00 EDT in Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR
Tips for strengthening your creative process, and techniques to help you capture your creative ideas.

Posted by Hardy LeBel on Mon, 10 Oct 2016 09:46:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
Tips for capturing and communicating your creative intentions.

Posted by Hardy LeBel on Fri, 10 Jul 2015 02:51:00 EDT
Why do we rage at games, and can the built-in social tools of gaming help cure gamer rage?

Posted by Hardy LeBel on Tue, 20 Jan 2015 04:58:00 EST in Design, Console/PC
Part Three of the series about depth and data design in Halo: Combat Evolved. Please join the conversation at

Posted by Hardy LeBel on Mon, 12 Jan 2015 07:09:00 EST in Design, Console/PC
A definition of "depth" in games, and a pop-quiz. What do you do, hotshot? WHAT DO YOU DO?

Posted by Hardy LeBel on Mon, 05 Jan 2015 01:17:00 EST in Design, Production, Console/PC
Revealing the Number Three Universal Truth of Game Development. And also some stuff about the design of Halo. Please visit me at

Hardy LeBel's Comments

Comment In: [Blog - 10/10/2016 - 09:46]

That 's an interesting observation. ...

That 's an interesting observation. I would make the counter case that, if people naturally jump to a particular conclusion when you make that kind of a comparison, it 's probably worth taking their assumptions into consideration as you 're actually designing the game. The conclusions that people jump to ...

Comment In: [Blog - 07/10/2015 - 02:51]

Great comments everybody - thanks. ...

Great comments everybody - thanks. r n r nI think the origin of the rage is complicated - yes, it has a lot to do with the fact that we are frustrated in a team-orientated game. And I agree that trueskill ranking systems don 't seem to help all the ...

Comment In: [Blog - 07/10/2015 - 02:51]

You broke the studio ...

You broke the studio

Comment In: [Blog - 03/23/2015 - 12:53]

I think simply claiming that ...

I think simply claiming that crunch is bad isn 't really the right conclusion. All of the AAA franchises I 've worked on Halo:CE, Halo 2, SOCOM 3, FarCry2 had crunches associated with the projects, and some of them were truly brutal. But I think the results speak for themselves. ...

Comment In: [Blog - 01/20/2015 - 04:58]

Thanks for the comments guys. ...

Thanks for the comments guys. r n r nSam - I actually answered your question in depth over on my personal blog: r n r nOther folks had similar questions about the camo fade rate. I hope you 'll stop by and check it out r n r n- ...

Comment In: [Blog - 01/05/2015 - 01:17]

Thanks for saying almost :D ...

Thanks for saying almost :D