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December 5, 2021
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Scott LaGrasta's Blog


Scott LaGrasta has more than 15 years of experience in game development, working in various roles on teams both large and small. He is best known for his level design work on the Bioshock franchise, including "Dionysus Park" in Bioshock 2 and "Ops" in Minerva's Den, but has also worked behind the scenes as a build engineer at Tellltale Games. He is currently employed at Ubisoft Massive as a Gameplay Programmer.

Twitter: @NoGasta


Member Blogs

Posted by Scott LaGrasta on Tue, 03 Nov 2015 01:09:00 EST in Design, Programming, Serious, Indie
It's easy to see why procedural generation is appealing - one can use algorithms to create a virtually limitless amount of content. But is more content necessarily good? What if infinity isn't enough?

In this blog, I delve deep into the nature and philosophy of asymmetrical multiplayer and how it can be used to bring people together.

Posted by Scott LaGrasta on Thu, 28 May 2015 01:32:00 EDT in Design, Console/PC, Indie
The aged Roguelike genre stands as the high water mark for challenging gameplay. Can they be made more accessible by modern design conveniences (such as unlocks) without disgracing their relentlessly brutal history?

Scott LaGrasta's Comments

Comment In: [Blog - 06/30/2015 - 01:28]

Thanks for the replies, Christian ...

Thanks for the replies, Christian and Ricky I 'm glad you bring up Nintendo, as I 'm a longtime fan of theirs and had a bit about them in the draft of this blog that I excised to keep the length reasonable. I feel like Nintendo traditionally does a great ...