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Daniel Cook's Blog   Expert Blogs


Daniel Cook is a veteran game designer who runs the popular game design website He writes extensively on the techniques, theory and business of game design. He is the Chief Creative Officer at Spry Fox, was a professional illustrator in his youth and managed to collect both a degree in physics and an MBA. Some of his games include Triple Town, Steambirds, Tyrian and Leap Day.


Expert Blogs

Posted by Daniel Cook on Sat, 04 Jan 2014 03:32:00 EST in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
How do we get players to play together in a manner that fits their schedules? Veteran designer Daniel Cook (Triple Town, Realm of the Mad God) goes in depth on the logistical challenges a designer faces when building multiplayer games.

Do you finish one game and then move onto the next? This is the dominant pattern of play for gamers. What happens when players stop consuming and starts investing in a single evergreen computer game for years on end?

Posted by Daniel Cook on Mon, 13 May 2013 03:41:00 EDT in Design
What are some pragmatic means of creating more inclusive games?

Posted by Daniel Cook on Sun, 05 May 2013 05:07:00 EDT in Design
What sort of designs can we make if we focus on player expression?

Posted by Daniel Cook on Sun, 14 Apr 2013 03:58:00 EDT in Design, Indie
The game industry was started by rebels and rejects. This is easy to forget.

Posted by Daniel Cook on Mon, 08 Apr 2013 01:45:00 EDT in Design, Console/PC, Indie
Sometimes you take a job in a part of the industry where you just don't fit. This weekend I said goodbye to my Xbox.

Daniel Cook's Comments

Comment In: [Blog - 04/09/2014 - 01:35]

We tend to think of ...

We tend to think of games as a static form of media, like a book or a movie. That 's the form that many single player games take. But games need not be this alone. r n r nMost multiplayer games and all folk games are generally some very different. ...

Comment In: [Blog - 02/27/2014 - 05:37]

It turns out that the ...

It turns out that the folks that are interested in these numbers are not your regular customers. They are instead people playing a radically different game of their own invention. It may be the forum game. It may be a specialized personal variant of a min/maxer game. So the person ...

Comment In: [Blog - 02/26/2014 - 02:51]

Love this essay. Really appreciate ...

Love this essay. Really appreciate the lessons you took away from each seems like a good process. :-

Comment In: [Blog - 02/08/2014 - 07:36]

First, I appreciate the overview. ...

First, I appreciate the overview. And arguing for breadth over narrowness is something hardly anyone could find disagreeable. Yet, this essay falls into the category of pop culture fear mongering. r n r nI come from a perspective where I believe that ultimately it is possible to model culture and ...

Comment In: [Blog - 01/31/2014 - 10:11]

I tend to look at ...

I tend to look at juicy through the lens of Steve Swink 's Game Feel and interaction loops. ex: r n r nJuicy feedback can be described as a design practice where: r n- You consider high frequency interactions or loops involving short timescales. r n- In the loop, ...

Comment In: [Blog - 01/29/2014 - 01:41]

Your point about innovation not ...

Your point about innovation not being all there that is valuable is of course spot on. However, the calls you hear for innovation come from a very specific advocacy stance. To dismiss them as some strange techno-progressiveness culture is to miss a very large aspect of game development. r n ...