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Adrian Chmielarz's Blog   Expert Blogs

 

Former co-owner of People Can Fly. Credits include "Creative Director" on Painkiller and Bulletstorm, and "Original Creative Direction" on Gears of War: Judgment. Currently the co-owner and game designer at the new studio The Astronauts, working on a weird fiction horror game The Vanishing of Ethan Carter.

 

Expert Blogs

Posted by Adrian Chmielarz on Wed, 30 Apr 2014 12:49:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
Why the core mechanics of adventure games caused the genre to die -- and how it is a good thing.


Posted by Adrian Chmielarz on Fri, 07 Mar 2014 11:43:00 EST in Design, Art, Console/PC, Indie
What's the one thing that could help the developers create convincing, immersive game worlds? The answer might be counter-intuitive, but I am convinced the solution is just.


Posted by Adrian Chmielarz on Tue, 12 Nov 2013 10:03:00 EST in Design, Console/PC, Serious, Indie
The role of cognitive and emotional empathy in creating immersion.


Posted by Adrian Chmielarz on Mon, 14 Oct 2013 02:05:00 EDT in Design, Console/PC
What is Player-Protagonist Sync and why it is hard to immerse yourself in the world of Beyond: Two Souls.


Posted by Adrian Chmielarz on Thu, 13 Jun 2013 01:49:00 EDT in Design, Console/PC
Can a great opening work against your game?


Posted by Adrian Chmielarz on Thu, 16 May 2013 09:35:00 EDT in
Using Metro: Last Light and Max Payne 3 as examples, I try to figure out how to avoid the loss of immersion when interacting with NPCs.



Adrian Chmielarz's Comments

Comment In: [Blog - 04/30/2014 - 12:49]

See my comment above, but ...

See my comment above, but in short, Resonance is not a Dave Gilbert 's game. You 're confusing the developer with the publisher :

Comment In: [Blog - 03/07/2014 - 11:43]

Yeah, I don 't get ...

Yeah, I don 't get it either. Anyway, more importantly: r n r n Theresa did analyze Amnesia. She very specifically called out what was flawed in the design, and despite about 10 people piling on with it 's popular none of those people provided their own analysis or explained ...

Comment In: [Blog - 10/14/2013 - 02:05]

@Bill: no, but thank you ...

@Bill: no, but thank you for the info, I 'll jump on it right away EDIT: Yes, god stuff. For example when the author talks about Frogger: r n r n Of course, Experience varies from player to player, so some players may see things a bit differently. For example, ...

Comment In: [Blog - 06/13/2013 - 01:49]

Not exactly. HOPA games for ...

Not exactly. HOPA games for example follow a different formula that works perfectly for them. Something cool at 5th minute, followed by something even cooler at 15th minute, followed by something incredible at 25-30 of the full game, 50-60th minute i.e. right before the paywall . As you can see, ...

Comment In: [Blog - 05/16/2013 - 09:35]

As long as the player ...

As long as the player knows he/she is playing the game on a PC/Console, he/she always knows that its a game. - tell that to people freaking out when playing Slenderman. In other words, it could not be further from the truth. Just because most games either do it badly ...

Comment In: [Blog - 05/01/2013 - 01:58]

@Chris, just as David said ...

@Chris, just as David said and you suspected . And indeed we need better descriptions and terms, although for the time being we can easily use F2P to describe Skinner box designs and Freemium to describe content unlocks. r n r nYou say: So here 's my question to you: ...