Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 2, 2014
arrowPress Releases
August 2, 2014
PR Newswire
View All
View All     Submit Event





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


 

Brian Bartram's Blog

 

Game designer, futurist, and digital nomad.  Easily excited by game concepts that have applications beyond entertainment.  

 

Brian Bartram's Comments

Comment In: [Blog - 08/01/2014 - 01:53]

I think you nailed concise, ...

I think you nailed concise, accessible, and actionable here, Curtiss - this is a great read. It really bothers me to come across analyses of game design that are vague to the point of useless or hide the message behind terminology that even a college grad has to look up ...

Comment In: [News - 07/25/2014 - 08:08]

Mad respect for: Vander Caballero ...

Mad respect for: Vander Caballero and the team at Minority Media for creating Papa Yo. Cellar Door Games for their tenacity that led to Rogue Legacy. Brendon Chung / Blendo Games for Thirty Flights of Loving. r n r nOn a personal note, my mentors: Stone Librande, Wright Bagwell, Tom ...

Comment In: [News - 03/13/2014 - 04:05]

Sympathy for those affected by ...

Sympathy for those affected by the layoffs. We 're hiring at FableLabs in SF - http://fablelabs.com/jobs

Comment In: [Blog - 11/15/2013 - 09:10]

on the subject of GDD ...

on the subject of GDD 's, my experience is that you 're lucky if anybody but the author actually reads them. I highly recommend Stone Librande 's One Page Design Document philosophy google search for it, or check out http://www.stonetronix.com/gdc-2010/ r n r nPresenting designs in a condensed, highly visual ...

Comment In: [News - 11/05/2013 - 06:18]

When there 's an argument ...

When there 's an argument in the studio, let the playtesters solve it. - this, one million times. It 's my mantra.

Comment In: [News - 10/22/2013 - 08:20]

Pardon my naivete, but what ...

Pardon my naivete, but what 's the issue with pay to win in a game that is entirely single player If it doesn 't affect competition, what 's the harm with players spending money to get past a point that 's more difficult than their ability Not trolling, honestly want ...