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Kimberly Unger's Blog


Producer at Playchemy, Inc.

Lead Game Designer on: Are the Deep Ones Sleeping, My Garden Secret: VR, Agiliste, Innerwise, Puzzlingus, Run Roach Run, Turbulence, Fighting Darts of Bellicode, Ohm.

Producer on Dexter: Slice

20+ years experience in the games and entertainment industries.

Graduated Cum Laude from the Art Center College of Design (Ill '98)

You can follow my personal twitter at @ing3nu


Member Blogs

Posted by Kimberly Unger on Mon, 12 Nov 2012 06:16:00 EST in Design, Console/PC
There was this sweet spot when it came to your loadout in the Halo games. The newest and niftiest one, Halo 4 seems to have changed this up.

Posted by Kimberly Unger on Fri, 06 Jan 2012 03:24:00 EST in Design, Console/PC
Any First Person Shooter player worth their salt breathes a sigh of relief when those words flash across the bottom of the screen, Checkpoint Reached. The actual verbiage might vary, but the meaning is the same.

Posted by Kimberly Unger on Wed, 23 Feb 2011 07:11:00 EST in Business/Marketing
GDC is upon us yet again. Up here in the Bay Area there are already meetups and pre-parties starting (even as the weatherman threatens snow) and production at a thousand different game production studios is at a fevered pitch to get their demos done JUST

Posted by Kimberly Unger on Sun, 07 Nov 2010 11:34:00 EST in Design
Thing03 wasn't watching his brother play with an eye towards how many baddies he killed or how fast he was hitting checkpoints, in fact, the game itself, as the creators intended, had become irrelevant.  

Posted by Kimberly Unger on Mon, 06 Sep 2010 07:15:00 EDT in Production
So why does the movie, a 2hr, linear horror experience, freak me out much worse than a 40 hour monster fest?

Posted by Kimberly Unger on Wed, 11 Aug 2010 12:31:00 EDT in Production
How do you know when it's time to let go of a contractor?

Kimberly Unger's Comments

Comment In: [News - 06/03/2013 - 01:59]



Comment In: [Blog - 04/16/2013 - 01:05]

Jools, thanks for including the ...

Jools, thanks for including the numbers as well : Having an idea about team sizes and development figures, even only a ghost of one, makes it easier for Indies to push back against publishers so they don 't get stuck in a contract that 's doomed to fail because the ...

Comment In: [Blog - 04/05/2013 - 03:46]

Every year there are a ...

Every year there are a couple dozen people out front begging for a pass. Sometimes they get one, sometimes not. This is the first time I have seen someone do something better than just asking random passersby if they have an extra pass. r n r nBradley took it a ...

Comment In: [Blog - 05/24/2012 - 06:20]

Realism is a requirement is ...

Realism is a requirement is a bit of a misinterpretation, rather, you need to have your world grounded in just enough realism so that the leaps into the unknown are believable. HR took this one step even further by spending the time and effort to come up with an explanation ...

Comment In: [News - 08/05/2011 - 07:26]

Hi Asa I made a ...

Hi Asa I made a similar transition myself a couple of years ago. The hardest HARDEST thing is keeping your hands off the creative stuff. It's like wearing a straitjacket sometimes, because the temptation is there to just fix that one thing, to help out with just that one bit ...

Comment In: [News - 03/21/2011 - 05:12]

Hooray for the White-Hats :D ...

Hooray for the White-Hats :D Good show, ManWitDaPlan and thank you Rift Team for having the sense for working with him, rather than getting all ban-hammer