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September 17, 2019
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Richard Rouse III's Blog   Expert Blogs

 

Richard Rouse III is an independent game director, designer, writer and consultant currently focusing on an unannounced experimental narrative action game at his company, Paranoid Productions.  Recent projects include Sunset Overdrive, Quantum Break, and titles in the State of Decay franchise.  His past games include The Suffering, Drakan:  The Ancients' Gates, Damage Incorporated and Odyssey:  The Legend of Nemesis, and he has consulted on numerous other titles.  Previously he was a Design Director/Lead at Microsoft Studios, Ubisoft Montreal, THQ, Midway and Surreal Software.  Rouse wrote the popular book Game Design: Theory & Practice and is a frequent speaker on game design and interactive storytelling at conferences and universities. 

You can find more of his writing at www.paranoidproductions.com or on his blog at www.richardrouse.com, or find him on Twitter, @richardrouseiii

 

Expert Blogs

Posted by Richard Rouse III on Fri, 17 Jul 2015 02:08:00 EDT in Production
Though there may be times when overtime work is necessary, it's dangerous to always just accept it as "what it takes." This post explores how crunch time becomes fetishized and compares it to last year's excellent film about obsession, Whiplash.


Posted by Richard Rouse III on Wed, 18 Feb 2015 01:18:00 EST in Design, Console/PC, Indie
Game design rules are not universal, but that doesn't make them any less interesting. This post explores designers' tendency to create rules that govern game design, why that is problematic, and how game design rules can be used for good and not evil.



Richard Rouse III's Comments

Comment In: [News - 03/30/2016 - 04:06]

Hey thanks - for a ...

Hey thanks - for a passion project that 's a bit out there like this one, it 's always super cool to see people responding positively to our creative goals. Now to build the rest of the game r n r nDoes not appear the GDC talk is up on ...

Comment In: [Blog - 07/17/2015 - 02:08]

Definitely know that feeling. When ...

Definitely know that feeling. When working on a solo project, I think everyone has their own ideal balance of how much they work vs how much they rest/relax/etc. You 're not failing just because you keep the rest time greater than zero. You 're just trying to be healthy and ...

Comment In: [Blog - 02/18/2015 - 01:18]

I like game design hints ...

I like game design hints - but not like a hintbook for an old adventure game, but rather hints for how to play a competitive online game. There is no absolute. They can help you get better, but they can 't make you or the game good. r n r ...