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September 20, 2021
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Justin Reeve's Blog


Justin is a game journalist. He's also a professional field archaeologist specializing in architecture, urbanism, and spatial theory. You can follow him on Twitter @JustinAndyReeve


Member Blogs

Posted by Justin Reeve on Tue, 19 May 2020 11:43:00 EDT in Design, Serious
What is play and why do people do it? This might sound like a simple question, but it's quite a bit more complicated than it seems. This article turns to philosophy and psychology for answers.

Posted by Justin Reeve on Tue, 15 Jan 2019 10:29:00 EST in Design, Console/PC
Ni no Kuni 2 is basically a collection of mechanically diverse minigames. What keeps the overall experience from feeling cobbled together? This article dives into how Ni no Kuni 2 defies the typical categories of game design.

Posted by Justin Reeve on Wed, 07 Nov 2018 11:27:00 EST in Design, Console/PC
What makes Breath of the Wild uniquely Japanese? This article examines how cultural concepts can be used to guide game design.

Posted by Justin Reeve on Wed, 10 Oct 2018 11:07:00 EDT in Design, Console/PC
Why do we develop such strong attachments to in-game objects? This article examines how Self-Determination Theory can be used to explain player affect.

Posted by Justin Reeve on Tue, 02 Oct 2018 10:09:00 EDT in Design, Console/PC
How do systems and story interact? This article examines how Night in the Woods puts the mechanics in support of the story - not the other way around.

Posted by Justin Reeve on Wed, 19 Sep 2018 09:45:00 EDT in Design, Console/PC
The design principles underpinning Breath of the Wild's open world come from what may be a surprising source: urban planning. This article examines how these principles lend Hyrule a high degree of legibility... at a cost.

Justin Reeve's Comments

Comment In: [Blog - 11/07/2018 - 11:27]

This is a really great ...

This is a really great translation. Thanks for sharing I 'm sure that many people will find it helpful for understanding the concept.

Comment In: [Blog - 09/10/2018 - 09:43]

I 'm really glad that ...

I 'm really glad that you liked my article You 're absolutely right that many level designers likely practice placemaking intuitively. Hopefully formalizing the process will help with workflow Here 's a short list of books if you 're interested in reading more about space and place: The Production of ...

Comment In: [Blog - 07/30/2018 - 11:02]

I 'm really glad that ...

I 'm really glad that you enjoyed my article I definitely have some recommendations for books on architecture. The most relevant in this particular case would be An Architectural Approach to Level Design by Totten. It 's about how architectural principles and ideas can be applied directly to video games. ...

Comment In: [Blog - 07/22/2018 - 09:41]

I don 't think that ...

I don 't think that Breath of the Wild 's designers have explicitly mentioned using Montessorian methods. They did outline their design philosophy at the 2017 GDC, though. The approach which they described is definitely Montessorian . Nintendo has always taken a very consistent approach to game design, so it ...