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James Youngman's Blog


James Youngman is a game designer and writer with experience in a variety of genres and platforms. He can be found on Twitter @LazyAhab. Views expressed here do not represent the views of his employers.


Member Blogs

Posted by James Youngman on Wed, 14 Aug 2019 10:17:00 EDT in Design
An explanation of Matrix Design, a method to use the principal behind the Square-Cube Law to maximize the amount of design space opened up by marginal increases in functionality.

Posted by James Youngman on Thu, 26 Apr 2018 09:27:00 EDT in Design
Simply having interesting mechanics isn't enough to get players to use them. There are a number of factors which may undermine their usage, and thus, the fun of the game. This article discusses the major categories to look out for.

Posted by James Youngman on Wed, 19 Jul 2017 10:51:00 EDT in Design, Console/PC, Social/Online
On how Splatoon's design allows the game to facilitate wordless communication between teammates.

Posted by James Youngman on Tue, 01 Dec 2015 01:41:00 EST in Design
Ten valuable tips for beginning game designers, learned over ten years of professional experience.

Posted by James Youngman on Fri, 27 Feb 2015 03:08:00 EST in Design, Indie
While most games speak to our desires as individuals, Rogue-likes speak to our desires as members of groups, from groups as small as families, to groups as large as civilizations.

Posted by James Youngman on Thu, 02 Feb 2012 01:53:00 EST in Design
Nature has provided an abundance of forms to inspire our invented species. Limiting ourselves to remaking humanity is a wastes of potential.

James Youngman's Comments

Comment In: [Blog - 01/10/2019 - 01:05]

It 's great to see ...

It 's great to see another designer interested in Time to Freedom in games It 's my hope that we as an industry aim to shrink TTF, not just in JRPGs, but in all genres. Making a metric of it is a helpful part of that process. r n r ...

Comment In: [Blog - 08/30/2018 - 10:38]

I 've been using the ...

I 've been using the Versilian Studios Community Orchestra and the Sonatina Symphonic Orchestra for my current music project. They allow commercial use of works produced utilizing their instruments. Both use the sfz format.

Comment In: [Blog - 04/05/2018 - 03:18]

In Deadliest Catch: Alaskan Storm, ...

In Deadliest Catch: Alaskan Storm, the main game was a crab fishing sim, so we went arcadey for our fishing mini-game. It was a simple hook toss challenge, inspired by real events. The thing of interest it did differently than these mini-games is that the platform you were on was ...

Comment In: [Blog - 12/01/2015 - 01:41]

Thank you r n r ...

Thank you r n r nI 'll agree that there 's always edge cases in design. That 's part of why understanding context is Point 1. I think it 's beneficial to understand what the general, 99 of the time correct course of action is, especially when you 're in ...

Comment In: [News - 04/09/2012 - 08:48]

@Ron: I worked at Harebrained ...

@Ron: I worked at Harebrained Schemes on Crimson Steam Pirates. The team there is very talented and very dedicated. I 'm not concerned in the least about their ability to make the game.

Comment In: [Blog - 02/02/2012 - 01:53]

@Tora - Thanks for the ...

@Tora - Thanks for the article Fascinating read. @Eric and Jesse - You seem to be responding very narrowly. Even if I grant that the goal is to make playable characters more appealing, that still would only be expected to effect playable races. It is my intention with this article ...