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Steve Gaynor's Blog   Expert Blogs

 

Steve Gaynor is a co-founder of The Fullbright Company, an indie studio working on their first game, Gone Home. In the past, Steve has worked on BioShock Infinite, Minerva's Den, and BioShock 2.

 

Expert Blogs

Posted by Steve Gaynor on Mon, 03 Feb 2014 03:41:00 EST in Design, Console/PC, Business/Marketing
A response to John Walker's thoughts on the subject on Rock, Paper, Shotgun


Posted by Steve Gaynor on Fri, 28 Sep 2012 12:47:00 EDT in Design, Console/PC, Business/Marketing
Gone Home simulates exploring an abandoned house to discover the story of the people who lived there. But what does "simulation" mean in this context? And how does Gone Home fit into, and expand, the tradition of the "Immersive Sim?"



Steve Gaynor's Comments

Comment In: [Feature - 11/17/2010 - 05:25]

Thanks I edited this comment ...

Thanks I edited this comment about half a dozen times and just settled on thanks.

Comment In: [Feature - 05/21/2009 - 07:35]

Great article. The most confident ...

Great article. The most confident designs trust the player to define the experience they want to have, instead of dictating a cinematic pacing model onto them.

Comment In: [News - 05/15/2009 - 06:23]

Does legislation like this apply ...

Does legislation like this apply to music, literature, film or television produced in the UK If so, how does it affect them If not.. then it seems like it obviously shouldn't apply to games either.

Comment In: [News - 04/16/2009 - 05:46]

If your goal was to ...

If your goal was to finally put a lid on the gaming's Citizen Kane debate, then I hope you nailed it. If I never have to hear that title brought up in the same sentence as video games again-- hell, I'll throw the are game art topic in there as ...

Comment In: [News - 01/09/2009 - 09:00]

Sounds a lot like 'ghosts' ...

Sounds a lot like 'ghosts' seen mostly in racing games.

Comment In: [News - 10/02/2008 - 03:02]

Ian: I agree with you. ...

Ian: I agree with you. However, I imagine that the presence of that unique character in the gameworld would be defined by the writer and artist, not the designer as we now know him. The designer might be responsible for coming up with an interesting set of things that the ...