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July 22, 2014
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Curtiss Murphy's Blog


Be careful what you do in your spare time - you may just become good at it. 

While most of his early career was spent writing code, Mr Murphy has since morphed into a nationally recognized, award-winning speaker, author, and game designer. He is the founder of GiGi Games and a Senior Project Engineer in Alion's AMSTO operation.

Mr Murphy researches game design, education, and psychology. He is an advocate for improving the state of game design and was the lead designer for the Navy's Damage Control Trainer - winner of 3 national awards. He is a frequent speaker at gaming and simulation conferences and attempts to bridge the gaps between the modeling and simulation, instruction, and entertainment gaming industries.

Currently, he is on-loan to the Eastern Virginia Medical School, where he is working as a research fellow to change the fields of medicine and health with games.

My philosophy: Try things beyond my ability; Fail; Improve; Repeat until too good to ignore.

LinkedIn Contact:


Member Blogs

Posted by Curtiss Murphy on Fri, 22 Mar 2013 12:00:00 EDT in Art, Indie
When our artist backed out, we were in a jam. So, my wife offered to do it, and I said, 'I didn't know you could draw.' She replied, 'I can't.' And now, 10 months later, her work is seen by thousands. Deliberate practice is rarely this easy to see.

Posted by Curtiss Murphy on Thu, 28 Feb 2013 12:11:00 EST in Design
Do you remember Roger Ebert? That jovial father figure from the Siskel and Ebert movie show. Sometimes, Mr Ebert talks about stuff other than movies. For instance, he wrote, 'Video Games Can Never Be Art'. But I never really gave it much thought, until...

Posted by Curtiss Murphy on Thu, 06 Dec 2012 11:00:00 EST in Design, Serious
The game industry has a twin brother - simulations. And, we're more alike than we care to admit. But, there is one idea that separates us, something worth remembering. Simplicity.

Curtiss Murphy's Comments

Comment In: [News - 07/22/2014 - 08:55]

What is the take-away I ...

What is the take-away I see the data, and yet... no idea what to do with it.

Comment In: [Blog - 07/14/2014 - 03:32]

Clever, consistent, and worth the ...

Clever, consistent, and worth the read. Thanks for this.

Comment In: [Blog - 07/16/2014 - 10:37]

For our World Cup party, ...

For our World Cup party, my in-laws brought cookies. The home-made, peanut butter kind that was full of every kind of yummy 'ness. Which is exactly how I feel about this article It 's got the homemade touch of personal experience, the humbleness to admit it 's just a cookie ...

Comment In: [Blog - 07/14/2014 - 11:27]

Why was the first comment ...

Why was the first comment so negative Having always wondered how this effect was achieved and not having a name to google for, I thought this was a wonderful article for Gamasutra. Koen 's short, simple description of Camera Mapping told a wonderful story - challenge, struggle, conclusion. And ended ...

Comment In: [Blog - 07/14/2014 - 02:42]

Have you given up on ...

Have you given up on Casality Casaulity Casualty Ca.... Here 's some ideas from a peer who 's averaged 20/day these past 6 months for my Indie titles aka 2nd Job . r n r nMarketing/Image r n---------------------- r n- Better title I can 't spell it, and it sounds ...

Comment In: [Blog - 07/07/2014 - 08:48]

@anders - This allows you ...

@anders - This allows you predict how much these players will play the game. This does not tell you how to design better games, but it will tell you if your game is likely to be played a little or a lot, and how the playtime will be distributed across ...