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October 1, 2020
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Pietro Polsinelli's Member Blogs

Posted by Pietro Polsinelli on Tue, 30 May 2017 09:19:00 EDT in Design, Programming, Art, Console/PC, Serious, Indie, Smartphone/Tablet
In this post we discuss two themes: how to facilitate writing for games and how to design a dialogue user interface for games. We present examples from outside and inside videogames and some experiments we've curated.

Posted by Pietro Polsinelli on Wed, 15 Feb 2017 11:51:00 EST in
The learning process in games is rarely by their being explicitly set as a simulation. There is often indeed an underlying combinatorial model, but the game play experience is a learning experience in a loop of attempts, not a laboratory session.

Posted by Pietro Polsinelli on Thu, 26 Jan 2017 09:29:00 EST in Design, Console/PC, Serious, Indie
Here I draw attention to the game spaces that are in-between core game play: between fights, battles, attempts, in-level play. Dedicating game design work to such spaces opens up interesting scenarios.

Posted by Pietro Polsinelli on Thu, 18 Aug 2016 04:26:00 EDT in Design, Programming, Indie
Gaining depth for your game by researching and refining the narrative universe. Details of my research on the football theme.

Posted by Pietro Polsinelli on Mon, 21 Sep 2015 02:00:00 EDT in Programming, Design, Indie, Smartphone/Tablet
How to create quickly a match 3 game in Unity? Or any kind of match game? By creating prototypes of match games, I've found out that the world of match game mechanics is not as simple as it may appear.

Posted by Pietro Polsinelli on Wed, 02 Sep 2015 01:17:00 EDT in Design
Why playing some videogames leaves you with a sour taste, with the feeling of having wasted time and even that you have somehow debased yourself? I try to find game structural features that can be used to avoid such side effect.

[Previous Pietro Polsinelli Blogs]