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October 15, 2019
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Justin Reeve's Member Blogs

Posted by Justin Reeve on Thu, 09 Aug 2018 10:28:00 EDT in Design, Console/PC
What is it which fills a game world with wonder? This article examines the relationship between exploration and discovery by analyzing Watch Dogs 2, The Witcher 3, and Breath of the Wild.

Posted by Justin Reeve on Tue, 07 Aug 2018 09:56:00 EDT in Design, Console/PC
There's more to What Remains of Edith Finch than first meets the eye. This article examines how the game's creative level design evokes feelings of quiet contemplation in the player.

Posted by Justin Reeve on Mon, 06 Aug 2018 09:43:00 EDT in Design, Console/PC
Part of what makes Half-Life 2's level design so interesting is the placement of non-player characters. This article examines how NPCs were used as "alternative architecture" to guide player movement.

Posted by Justin Reeve on Wed, 01 Aug 2018 10:37:00 EDT in Design, Console/PC
What's the best way to create complexity in a game system? Mix it with some other system. This article takes a look at how spreadsheets can be used as a quick-and-dirty tool for designing systems interactivity.

Posted by Justin Reeve on Mon, 30 Jul 2018 11:02:00 EDT in Design, Console/PC
Why do we feel safe in some spaces but anxious in others? This article examines how Metal Gear Solid V integrates player psychology into its level design.

Posted by Justin Reeve on Wed, 25 Jul 2018 04:46:00 EDT in Design, Console/PC
Every aspect of S.T.A.L.K.E.R. is deeply imbued with narrative meaning - including the mechanics. This game design deep dive looks into how its mechanics were used for worldbuilding.

Posted by Justin Reeve on Sun, 22 Jul 2018 09:41:00 EDT in Design, Console/PC
Ever wondered what makes Breath of the Wild so special? This article examines how the game takes a relatively unusual approach to instructing players about its mechanics.

[Previous Justin Reeve Blogs]