Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 21, 2014
arrowPress Releases
August 21, 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:


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, 01 Aug 2014 01:53:00 EDT in Design, Indie
'Seven Constants of Game Design' was a catchy title, until I realized it was yet another compilation of inactionable, half-baked pet theories. In the spirit of Tonya Short's "Share Your Crayons" challenge, here's my response.

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: [Blog - 08/15/2014 - 09:35]

Grats and kudos My son ...

Grats and kudos My son drew art for one of our XMAS apps, though over the years, he lost interest. It was fun.

Comment In: [Blog - 08/14/2014 - 04:37]

Have you invested 15 years ...

Have you invested 15 years of your career studying this I 've experienced it with Tetris, WoW, and Malificent the iOS match-3 game . And I 've also experienced it with snowboarding, riding a bike as a kid , and the rules of chess. It 's even occurred as a ...

Comment In: [Blog - 01/15/2014 - 03:21]

So, how did it work ...

So, how did it work out Reading this months later, it seems like a bunch of good intentions, wrapped around a bad idea. I would guess that the market did NOT reward you for this, and lump it into the category of another iteration of 'try fail and improve ' ...

Comment In: [Blog - 08/14/2014 - 11:30]

May I share my own ...

May I share my own version Try Fail Improve until too good to ignore lt -- that 's my motto, which is a hybrid of Mindset Carol Dweck , Steve Martin, and Deliberate Practice Eriksen . Great article - keep failing bro r n r nGigi

Comment In: [Blog - 08/10/2014 - 02:42]

OMG, this quote Oh, one ...

OMG, this quote Oh, one last thing: don t design levels where you require players to jump from the very tip of a platform because every time you do that a little baby dies of cancer. Worth the read alone Like the simple focus of this tip.

Comment In: [Blog - 08/06/2014 - 09:02]

Is it possible they don ...

Is it possible they don 't have the right words Maybe when they asked for power ups, they were asking for something to do. To achieve Flow, you need: 1 clear goals, 2 immediate feedback, 3 no distractions, and 4 a balanced goal. It 's possible players are struggling to ...