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Mitchell Nelson's Blog


I have, since '91, worked on titles for Origin, EA, Virgin, Activision, Sony, Bioware and others, primarily as a department manager, project manager or producer. I currently produce FPS multiplayer games for Tripwire Interactive.

I sometimes also teach game business, design and production classes. I am a student of game theory, especially behavioral game design theory, the brain, GST, complexity and trend prediction methods.


Member Blogs

Posted by Mitchell Nelson on Sat, 27 Jul 2013 10:26:00 EDT in Design
A huge list of possible game mechanics can be reduced to only 3 classes of player activities. These classes have ancient roots and special connections to the brain's own reward system.

Mitchell Nelson's Comments

Comment In: [News - 09/22/2015 - 08:05]

Pouring out a little, with ...

Pouring out a little, with respect, for fallen comrades, from another Origin/Bioware Austin alumni. Cheers.

Comment In: [Blog - 08/17/2015 - 02:01]

Just 5 hours per day ...

Just 5 hours per day on-task actual, uninterrupted task work, ends crunch completely. It also leaves time for meetings, email and interaction. This is not tricky.

Comment In: [Blog - 08/03/2015 - 04:08]

The intent was guessing at ...

The intent was guessing at why Warren 's examples were numbered lists of questions rather than statements. He advises us to have a meta-message when we create, so I must assume this series of blog posts have a meta-message too and so, I guessed that his use of questions is ...

Comment In: [Blog - 06/30/2015 - 07:44]

Or describing the same underlying ...

Or describing the same underlying truths.

Comment In: [Blog - 06/16/2015 - 02:56]

True, on the larger games ...

True, on the larger games I 've worked on production had several flavors from associates and scrum masters, project managers, regular or line producers, senior and executive producers as well as live team producers. Whew.

Comment In: [Blog - 04/25/2014 - 02:22]

I am a maker of ...

I am a maker of MMO and traditional multiplayer games. The products made by our studio are known for dedicated, long-term players with many hours invested. I follow and cautiously apply behavioral game design methods that are intended to trigger neurochemical events. r n r nLearning by playing is a ...