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September 24, 2021
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Thais Weiller's Blog


Thais Weiller worked on Oniken, Odallus and Rainy Day, holds an M.Sc. degree on Game Design from Universidade de São Paulo and co-founded JoyMasher along with Danilo Dias. You can check her portfolio or stalk her over her twitter.


Member Blogs

Posted by Thais Weiller on Mon, 20 May 2019 10:23:00 EDT in Design, Console/PC, Serious, Indie
When fun isn't enough

Posted by Thais Weiller on Mon, 15 Apr 2019 10:25:00 EDT
When fun is not enough.

Posted by Thais Weiller on Tue, 08 Aug 2017 09:51:00 EDT in Design, Art
For the two past decades, people from all walks of this big industry we call games have been wondering "are games art?". These questions are commonly followed by a resounding self-answered "yes".  I politely disagree.  Read it if you want to know wh

Posted by Thais Weiller on Wed, 11 Jan 2017 09:59:00 EST in Design, Serious, Indie, Social/Online
Use your own personal experiences to create games and have unexpected results.

Posted by Thais Weiller on Tue, 19 Jul 2016 01:54:00 EDT in Design, Production
An approach to design process based on historical research, creating game aesthetics and mechanics based upon such a research.

Posted by Thais Weiller on Mon, 11 Jul 2016 10:36:00 EDT in Design, Console/PC, Indie
Games are a medium on its own terms. As such, a simple thing as telling a story can be done in many other forms beside written text. In this post, I talk about how was creating the world of Odallus and telling its story.

Thais Weiller's Comments

Comment In: [Blog - 07/09/2013 - 10:46]

I don 't say they ...

I don 't say they are no good, I say many people affirm they are. I do believe they must be used with caution since they are so hard to balance in a way that feels fair to the player Monopoly, for instance, don 't feels fair to me but ...

Comment In: [Blog - 06/20/2013 - 09:42]

I love the whole notification ...

I love the whole notification system on DE: HR, from the augmented reality pop-up signs no the sleek and neat quest log The best part of it, IMO, is how it has different levels of information for different players and it never push a bunch of data in the player. ...