Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 21, 2019
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:





Your search returned 32 results.
Order by: date|relevance
The Designer's Notebook: Bad Game Designer, No Twinkie! XV
Want to know what mistakes game designers are making? An all-new compendium of egregious game design errors for 2014, 15th in the series that began in 1998.
12.22.14 | News | Gamasutra Community |  
The Designer's Notebook: Bad Game Designer, No Twinkie! XIV
Ernest Adams' 15th edition of his yearly column takes a look at blunders and bad practices that make it into games -- culled from submissions by his readers.
12.25.13 | News | Gamasutra Community |  
The Designer's Notebook: Bad Game Designer, No Twinkie! XIII
Hostess might be bankrupt, but the denial of Twinkies continues! In the 13th annual installment of The Designer's Notebook's popular column, Ernest Adams tackles more reader-submitted design decisions that mystify and dissatisfy players.
12.20.12 | Feature | Ernest Adams | 22 Number of Comments 
Read the yearly list of what not to do
It's that time again -- the 13th annual list of design blunders, Bad Game Designer, No Twinkie, is live, with examples drawn from games big and small, casual and core, of precisely just what you should not do and why.
12.20.12 | News | Staff |  
Gamasutra's holiday round-up: What you missed
As the new year begins and everyone heads back to work, Gamasutra rounds up noteworthy game industry news, interviews, and feature articles that you might have missed during the holiday break.
01.02.12 | News | Staff |  
The Designer's Notebook: Bad Game Designer, No Twinkie! XII
The latest installment of Ernest Adams' Designer's Notebook series once again takes a close look at major and minor design flaws made by developers -- when it comes to interface, A.I. behavior, or pure game design -- and highlights them so you know what to avoid doing.
12.26.11 | Feature | Ernest Adams | 24 Number of Comments 
The Perils Of Badly-Handled In-Game Text
In the 12th annual installment of Ernest Adams' Bad Game Designer: No Twinkie column, the consultant looks at a host of mistakes developers make -- and a surprisin
12.25.11 | News | Staff | 2 Number of Comments 
The Designer's Notebook: Eight Ways To Make a Bad Tutorial
In his latest Designer's Notebook column, veteran Ernest Adams takes a frank and factual look at in-game tutorials, explaining exactly what games do wrong so you can make sure that, when you set out to create your tutorial, you do it right.
06.14.11 | Feature | Ernest Adams | 32 Number of Comments 
The Designer's Notebook: Bad Game Designer, No Twinkie! XI
Gamasutra's design columnist and noted consultant Ernest Adams returns with his perennial reader-favorite column, devoted entirely to exploring the design foibles of games, so designers of the future can avoid making the mistakes of the past.
12.01.10 | Feature | Ernest Adams | 62 Number of Comments 
The Designer's Notebook: Bad Game Designer, No Twinkie! X
Veteran designer Ernest Adams reviews nine more game design mistakes, ranging from psychic AI as exemplified in Oblivion to magic perfect cover in shooting games to the ongoing reliance on grinding in MMOs.
12.06.09 | Feature | Ernest Adams | 29 Number of Comments 
Industry Veteran Ernest Adams On Game Design Goofs To Avoid
In the tenth anniversary of his long-running "Bad Game Designer, No Twinkie!" series, veteran game designer Ernest Adams highlights nine more game design goofs i
12.06.09 | News | Staff | 1 Number of Comments 
The Designer's Notebook: How to Write Sports Commentary
Sports commentary is an essential part of the viewing experience -- thus core to the game industry too. How to write it right, from Madden vet Ernest Adams.
09.29.09 | Feature | Ernest Adams | 1 Number of Comments 
A Circular Wall? Reformulating the Fourth Wall for Video Games
In this in-depth article, Conway uses games such as Max Payne, Metal Gear Solid and even Sonic The Hedgehog to discuss how video games can break boundaries to refer to the world outside the game -- and how well it works.
07.22.09 | Feature | Steven Conway | 22 Number of Comments 
The Designer's Notebook: Bad Game Designer, No Twinkie! IX
Designer Ernest Adams is withholding the confections again, taking big design mistakes to task in this ninth installment of his seminal series.
10.09.08 | Feature | Ernest Adams | 23 Number of Comments 
Feature: 'The Designer's Notebook: Bad Game Designer, No Twinkie! IX'
In this ninth installment of his seminal series, designer Ernest Adams is withholding the confections again, taking nine big game design mistakes to task -- like
10.08.08 | News | Staff | 8 Number of Comments 
The Designer's Notebook: The Tao of Game Design
What's the point of designing games? Veteran educator and designer Ernest Adams examines fun, enjoyment, and personal fulfillment to reveal the key, uplifting tenets of game creation.
08.19.08 | Feature | Ernest Adams | 38 Number of Comments 
The Designer's Notebook: Bad Game Designer, No Twinkie! VIII
Another year, and another chance to deny fattening snacks to developers too lazy or busy to put thought into the problems that plague their games -- Adams' Designer's Notebook returns with its 8th annual look at common mistakes, and a new No Twinkie Database.
09.04.07 | Feature | Ernest Adams | 1 Number of Comments 
The Designer's Notebook: 'Bad Game Designer, No Twinkie!' VII
Veteran game designer Ernest Adams presents the 7th annual 'Bad Game Designer, No Twinkie!' awards, with game professionals picking some of the worst issues in games today, from lack of novel gameplay in later levels, to configuration menu horrors.
07.09.06 | Feature | Ernest Adams |  
Feature: 'Bad Game Designer, No Twinkie VII'
07.09.06 | News | Simon Carless |  
The Designer's Notebook: Bad Game Designer, No Twinkie! VI
In the sixth annual "Bad Game Designer, No Twinkie!", Ernest Adams looks at easy modes, force feedback, camera angles, game documentation/tutorials, split-screen, and... crates?!
06.02.05 | Feature | Ernest Adams | 1 Number of Comments 
Feature: 'Bad Game Designer, No Twinkie! VI'
06.02.05 | News | Simon Carless |  
The Designer's Notebook: A Few Remarks on Creative Play
In this month's Designer's Notebook, Ernest Adams points out game creativity's importance as the games market expands beyond the "hardcore" gamer and proposes a taxonomy of the types of creative videogame play.
04.28.05 | Feature | Ernest Adams |  
The Designer's Notebook: Postmodernism and the 3 Types of Immersion
One of the worst annoyances of video gaming is designers who interrupt the players' immersion in order to remind them "Don't forget, it's only a game!" These cute gimmicks don't improve the players' experience; they harm it.
07.08.04 | Feature | Ernest Adams | 1 Number of Comments 
The Designer's Notebook: Bad Game Designer, No Twinkie! V
Continuing the tradion of witholding a tradional geek food from designers gone bad, Ernest Adams points the finger at walking WWII tanks and Groundhog Day-like death-loops.
06.10.04 | Feature | Ernest Adams |  
Designer's Notebook: Designing with Gameplay Modes and Flowboards
In this month's column, Ernest describes his approach to designing games, in which he looks at the gameplay mode and constructs a "flowboard" -- a combination of flowchart and storyboard -- of the structure. Here's how he does it.
05.09.04 | Feature | Ernest Adams |  

  1  2