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September 28, 2020
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Mark Venturelli's Blog

 

Mark Venturelli does game design under the name Rogue Snail. He designed Dungeonland, Relic Hunters, Chroma Squad and Star Vikings. He's also the creator of charity event Super BR Jam. 

He blogs about design here: http://www.roguesnail.com

Contact him on venturelli [at] roguesnail [dot] com 

or on twitter @markventurelli

 

Member Blogs

Posted by Mark Venturelli on Wed, 05 Oct 2016 10:27:00 EDT in Design
A look at how introducing randomness solved the pacing issues of my Puzzle/RPG game.


Posted by Mark Venturelli on Fri, 24 Jun 2016 10:49:00 EDT in Design
Making a case for removing difficulty settings from your design - or at least using them better!


Posted by Mark Venturelli on Mon, 17 Aug 2015 02:01:00 EDT in Design, Programming, Console/PC, Indie
I spent the last year iterating on dual-stick shooter controls for my indie game. Here's everything I've learned.


Posted by Mark Venturelli on Fri, 17 Oct 2014 12:17:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
Empathy is the most important game design skill you could ever develop.


Posted by Mark Venturelli on Thu, 11 Sep 2014 09:59:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
A quick rundown of my design process for finding a good core gameplay system


Posted by Mark Venturelli on Thu, 04 Sep 2014 10:41:00 EDT in Design, Programming, Console/PC, Indie
More in-depth discussion on character movement, with a playable example.



Mark Venturelli's Comments

Comment In: [News - 10/23/2018 - 04:07]

Isn 't the practice of ...

Isn 't the practice of not including someone in the credits criminal I am not familiar with US law so I 'd love if someone could clear that up

Comment In: [News - 10/17/2018 - 05:29]

The game is very political. ...

The game is very political. Every media creation is. At least they are finally owning it up and stating the obvious reason for not disclosing their stances.

Comment In: [News - 09/24/2018 - 03:35]

I rarely comment on sites ...

I rarely comment on sites anymore, but just wanted to call out this design reason as the lamest I have heard.

Comment In: [News - 10/02/2017 - 06:27]

Haven 't logged in to ...

Haven 't logged in to comment in Gamasutra for a while, but this time it was worth it: r n r nGood riddance r n r nOur industry and our players do not need scammers and parasites.


Comment In: [Blog - 06/24/2016 - 10:49]

Hi Kyle, John and Tristan, ...

Hi Kyle, John and Tristan, thanks for commenting I do feel, however, that my message may not have come across as intended. r n r nKyle, I didn 't use SMB as an example of how to balance a game without difficulty levels , I used it as an example ...