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August 20, 2018
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Nathan Cheever's Blog   Expert Blogs

 

Vivid, deep worlds that resonate with players has been my active passion. Inspire them to explore the far reaches and engage with systems and stories! I oversee the integrity and diversity of gameworlds by helping shape the game's vision into a living sandbox – supporting Art, Gameplay, Systems, and Technical needs. I actively define, communicate, and guide its foundations (world bible), construction (world-building), and system interaction (world logic) to create the best experience for players.

Prior to game design, my focus was in film and graphic arts. This knowledge has helped me to maximize the player's experience with its presentation, pacing, risk, and reward. By knowing your audience and understanding mood, tone, and framing, an emotional impact can be achieved through gameplay! Developing games lets me feed my passion for creating something exciting that people talk about for years to come.

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Expert Blogs

Posted by Nathan Cheever on Mon, 18 Jun 2018 10:11:00 EDT in Audio, Design, Production, Art
Grouping objects for repeat use is a way to manage them remotely as well as letting others work on the same scene together. If you've never heard of Prefabs or want to know how to make them more powerful, give this a look!


Posted by Nathan Cheever on Mon, 14 May 2018 10:45:00 EDT in Design, Console/PC
An iron fist ruled this sunny-side district on Exodus from the cancelled sequel to Prey. The once prosperous government center was now hiding a sinister secret looming over all...


Posted by Nathan Cheever on Mon, 30 Apr 2018 06:17:00 EDT in Design, Console/PC, Serious
The mission arc in Six Days in Fallujah went through several drafts. Here's a glimpse at threading the real life events into meaningful paced encounters.


Posted by Nathan Cheever on Thu, 26 Apr 2018 09:38:00 EDT in Design, Console/PC
Back in 2011, the Bowery district was alive and kicking. You will never find a more wretched hub of scum and villainy. This was one of the regions players would bounty hunt aliens in the cancelled sequel to Prey.


Posted by Nathan Cheever on Sun, 01 Apr 2018 01:31:00 EDT in Design, Production, Console/PC, Serious
The tactical military shooter Six Days in Fallujah was an idea too early for its time. The controversy caused it to lose funding and a dedicated team. Here's some of the challenges I saw on Six Days in Fallujah.



Nathan Cheever's Comments

Comment In: [Blog - 04/30/2018 - 06:17]

Vietnam seems to be the ...

Vietnam seems to be the last publicly acceptable war to reference. The politics of it were overshadowed by the rawness of it vs. the romanticism of WW2. Fallujah and other recent battles have too much divisive media around them. Of course this is bad, because then no one can learn ...

Comment In: [Blog - 04/26/2018 - 09:38]

I thought it was mostly ...

I thought it was mostly Ted - I 'll update it I wish I had shots of Version 2 which had the big lower train station.