Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 29, 2020
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Pascal Luban's Blog   Expert Blogs


Pascal Luban is a freelance creative director and game designer based in France. He has been working in the game industry as a game and level designer since 1995 and has been commissioned by major studios and publishers including Activision, SCEE, Ubisoft and DICE. In particular, he was lead level designer on the 'versus' multiplayer versions of both Splinter Cell - Pandora Tomorrow and Chaos Theory, he designed CTF-Tornado, a UT3 mod multiplayer map built to showcase the applications of physics to gameplay, he was creative director on Wanted – Weapons of Fate and lead game designer on Fighters Uncaged, the first combat game for Kinect. His first major published title as game designer was Alone In The Dark - The New Nightmare.

Leveraging his design experience on console and PC titles, Pascal is also working on Free-to-Play games for Facebook and mobile platforms. His references include Wars and Battles, Twist and Pop, a match-3 game, and Hockey Legends.

Lately, he has been working on several PC games on Steam (Of Kings and Men, The Black Death).

His first game for mobile platforms, The One Hope, was published in 2007 by the Irish publishers Gmedia and has received the Best In Gaming award at the 2009 Digital Media Awards of Dublin.

Pascal is design consultant for the Kainuu Gaming Cluster in Finland and gives master classes throughout Europe on various game design-related topics such as freemium design or level design.

His website:

LinkedIn profile:


Expert Blogs

Posted by Pascal Luban on Tue, 04 Feb 2020 02:38:00 EST in Business/Marketing
The mobile gaming segment has become dominant at the expense of PCs and consoles. So why advise indie developers to be cautious about those high-growth platforms?

Posted by Pascal Luban on Mon, 02 Dec 2019 10:34:00 EST in Design
Shooters are one of the oldest game genres, but that does not stop them from continuing to dominate sales. This is mainly due to the fact that shooting games know how to renew their gaming experience. Here are three examples.

Posted by Pascal Luban on Thu, 10 Oct 2019 10:43:00 EDT in Design
Nintendo has just released a free-to-play mobile version of its famous license, Mario Kart. How does it compare to games developed by freemium experts?

Posted by Pascal Luban on Thu, 05 Sep 2019 11:00:00 EDT in Production
Two new trends are emerging in playtesting: Their integration very early in the development cycle and the multiplication of their formats, from the most economical to the most expensive and complex. Let's review three formats that illustrate these trends

Posted by Pascal Luban on Tue, 04 Jun 2019 10:36:00 EDT in Design
While the game industry is swamped by the battle royale tsunami and its exacerbated individualism, a game genre is slowly emerging: Cooperative games where players should not compete but must cooperate to win.

Posted by Pascal Luban on Mon, 22 Apr 2019 09:42:00 EDT in Design
The “game” Florence has received the 2019 BAFTA best mobile game award, but this title can barely qualify as a game. Nevertheless, the BAFTA jury has not gone mad; it has rewarded a title that illustrates a significant trend in game design.

Pascal Luban's Comments

Comment In: [Blog - 08/29/2019 - 10:58]

Glad you wrote about it. ...

Glad you wrote about it. I published a blog, over a year ago, on the same issue: Onboarding: Not only for free-to-play games anymore .

Comment In: [Blog - 02/05/2018 - 10:42]

Hello Daniel and thank you ...

Hello Daniel and thank you for your note.Serialized games can, indeed, create rich and deep universes with recurring characters and plots arching over several games. From this point of view, they are more effective than episodic games. However, their main weakness is the time it takes to develop one game. ...

Comment In: [Feature - 11/22/2011 - 05:05]

Don't forget that F2P gaming ...

Don't forget that F2P gaming is drawing millions new players to our industry. As a consequence, overall revenue for our industry should grow. Furthermore, a key point I am advocating is my strong belief that F2P mechanisms will merge with other business models.