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Nick Halme's Blog   Expert Blogs


Previously QA at Relic, EA. Freelance writer at the Escapist and others. Currently Game Designer at mobile gaming studio Animoca.


Expert Blogs

Posted by Nick Halme on Tue, 03 Dec 2019 10:46:00 EST in Design
This is meant to be the first article of a series dealing with design concepts imported from board and digital wargames, with subsequent articles detailing specific mechanics or games and comparing them to videogame genre approaches.

Posted by Nick Halme on Wed, 22 Mar 2017 11:05:00 EDT in Design, Production, Serious
Is it possible to respect developers while disliking some aspect of their work? Is criticism tantamount to disrespect? Why are we all so on edge after the release of Mass Effect: Andromeda?

Posted by Nick Halme on Tue, 15 Sep 2015 02:56:00 EDT in Design, Serious
Contrasting Avalanche Studios' Mad Max with the film franchise from which it draws its context; what is lost in the exchange of mediums, and what is Mad Max the game really about?

Posted by Nick Halme on Thu, 16 Oct 2014 01:32:00 EDT in Design, Smartphone/Tablet
Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind.

Posted by Nick Halme on Thu, 27 Mar 2014 12:06:00 EDT in Design
What's so game-like about videogames? Are videogames simply anything we find fun, as long as it's on a computer? Interactive movies? Digital roller coasters? Where is the game in videogames - and why should anyone care about the answer?

Posted by Nick Halme on Tue, 27 Nov 2012 04:25:00 EST in Design, Console/PC
What exactly is difficulty in games? Why do we feel obliged to offer difficulty settings in games, and who are they really for?

Nick Halme's Comments

Comment In: [Blog - 12/03/2019 - 10:46]

That 's an excellent point ...

That 's an excellent point to do with Arneson, thanks for pointing that out Gygax and authorship seems to be a tricky and sensitive thing as I 'm sure that book gets into in detail I 'll have to give it a look for sure. r n r nAbout terminology, ...

Comment In: [Blog - 06/18/2018 - 10:07]

Given the shard size of ...

Given the shard size of 500, isn 't it the case that regardless of shard size, players ' group size is delimited by Dunbar 's number r n r nThat is, given that players are unable to expand their friend group beyond 150-250, the number of players in the outgroup ...

Comment In: [News - 03/20/2017 - 07:11]

Thanks for this, I 'm ...

Thanks for this, I 'm glad to see you tackling it. I 'm mulling an idea for a blog post attending to the last point. Most developers I know find criticism appalling, to the point of denigrating critics. Yet any design interview will require that you be capable of absolutely ...

Comment In: [News - 03/21/2017 - 04:59]

I disagree - you can ...

I disagree - you can 't balance your way to fun if your initial designs are no good. Math happens to be how it is literally achieved how else would one do anything using a computer besides math/logic , but it is not what balancing actually is. Case in point, ...

Comment In: [Blog - 03/27/2014 - 12:06]

Thank you Yeah, Huizinga was ...

Thank you Yeah, Huizinga was actually first introduced to me in that context, alongside Rules of Play by Salen and Zimmerman which is a more direct videogame design textbook . r n r nGood point - I agree that it seems valid to apply McLuhan and even Barthes or Derrida ...

Comment In: [Blog - 11/28/2012 - 03:58]

When I was interviewing at ...

When I was interviewing at a now-defunct AAA developer I remember asking them about their studio layout, and how the team interfaced. r n r nThe answer I got was surprising: mission designers sat on one side of the building, and environment artists sat on the other side. r n ...