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June 27, 2019
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Rob Hewson's Blog


CEO & Creative Director at Huey Games Ltd, co-developer and publisher of Hyper Sentinel.

Twelve years of experience in Game Director/Lead Designer/Senior Designer roles including Game Director at TT Fusion on the LEGO series of games. I've had the pleasure of working with Warner Bros, Sega, Microsoft, Atari, Konami, Universal, Lucasarts and lots of other wonderful people over the years.

I've also written technology articles for Information Week and Tech Radar, and helped to write and edit the book Hints & Tips for Videogame Pioneers by Andrew Hewson. I have run two successful Kickstarter campaigns and have been involved in the UK Games Talent Tranzfuser competition.


Member Blogs

Posted by Rob Hewson on Wed, 10 Oct 2018 11:01:00 EDT in
When we launched Hyper Sentinel back in May, we promoted it as “the world’s first interactive live-stream arcade game” thanks to its unique Mixer integration. Now we are ready to share conclusions and key data from our Mixer marketing post-mortem.

Posted by Rob Hewson on Mon, 04 Jun 2018 10:46:00 EDT in Business/Marketing, Design, Console/PC, Indie
If retro gaming is collecting and enjoying classic games, the equivalent to owning and watching old movies, then Neo-Retro is the equivalent of Stranger Things a modern entertainment product which weaves nostalgia throughout the experience.

Posted by Rob Hewson on Thu, 30 Nov 2017 09:48:00 EST in Design, Production
A new game production modelling tool to fully encapsulate the anguish of game development, and how you can reduce it. Warning: may trigger flashbacks to suppressed memories of nightmare projects.

Posted by Rob Hewson on Sun, 06 May 2012 05:19:00 EDT in Business/Marketing, Console/PC
This article was originally published on on 6th April. I wrote it with a non-gaming centric audience in mind.

Rob Hewson's Comments

Comment In: [News - 09/09/2015 - 05:24]

I had a stab again ...

I had a stab again in 2012... but it was hardly an original observation by the time I got there. Still the Siri/Wii style control interface was pretty much on the money r n r n

Comment In: [Blog - 01/13/2014 - 06:26]

This is why, to my ...

This is why, to my mind, game design these days is sometimes undertaken in a back to front manor. Rather than games growing bottom up from interesting systems to an appropriate experience layer to use your terminology applied to complement the interesting system, designers come up with what sounds like ...

Comment In: [Blog - 04/23/2013 - 08:35]

Thanks for the article - ...

Thanks for the article - it was a useful way of expressing the relationship between gameplay experience and context. One way I 've often thought about it is the mapping of what I 've heard people call the gameplay possibility space to the narrative space. Story designers know that when ...

Comment In: [Blog - 03/18/2013 - 05:10]

A very well reasoned argument. ...

A very well reasoned argument. It reminds me of some of the more compelling insights in the book Wikinomics see . We are in the midst of a major paradigm shift in the games industry. It 's hard to see it when you 're in the middle of it, ...

Comment In: [Blog - 09/28/2012 - 01:18]

Kudos, an uplifting story for ...

Kudos, an uplifting story for gaming :

Comment In: [News - 08/15/2012 - 07:16]

An agreed definition of art ...

An agreed definition of art would be useful... otherwise you might just as well ask: Are games a form of smurghapel