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Eske Knudsen's Blog

 

Currently working as Lead Game Designer for Na3m games. Prior to this I have worked at serious games interactive, NDS and ITE - all Danish companies covering a wide range of genres.

I have been working on the design side of the games industry since 2006 having been part of making games for ps2, wii, PC, web, mobile and other platforms.

During a normal day I have a lot of consideration on design, games I am currently playing and stuff I am currently working on. Some of those thoughts make it onto this site...

LinkedIn: https://www.linkedin.com/in/eskeknudsen

 

 

 

Member Blogs

Posted by Eske Knudsen on Mon, 03 Nov 2014 03:43:00 EST in Design, Console/PC
A quick overview of plot and progression in Dishonored and 3 design lessons I think I might have learned or at least been made more aware of from playing it. Beware the post contains both Dishonored and Bioshock 1 spoilers.


Posted by Eske Knudsen on Tue, 16 Sep 2014 05:46:00 EDT in Design, Production, Indie
Some people online argue that the classic design document is purely a waste of time, a dying breed - will a champion rise to defend the ancient document? I give 5 reasons why writing the design document makes sense in different cases.


Posted by Eske Knudsen on Fri, 25 Jul 2014 10:56:00 EDT in Design, Console/PC, Serious
Could you successfully improve people’s ability to focus and concentrate by playing challenging side-scrolling platform brawlers?


Posted by Eske Knudsen on Sat, 24 May 2014 02:50:00 EDT in Design
Playing a game on my couch I started thinking about quick time events, and here is the outcome. This is an attempt to identify some of the key characteristics of quick time events as a game mechanic and what it can mean for a game.



Eske Knudsen's Comments

Comment In: [Blog - 10/30/2014 - 02:46]

It sounds like a great ...

It sounds like a great concept. r n r nDepending on what engine you have worked in etc. you could consider preparing for a web-launch next year. r n r nThis allows you to publish without being restricted by iOS. You can release the game on your own terms and ...

Comment In: [Blog - 10/28/2014 - 02:14]

Nice write up and nice ...

Nice write up and nice to see you take the 'failed ' kickstarter campaign and turned into something positive. r n r nI think that point number 1 is so important when going on kickstarter, it can 't be said enough I feel. I 've also been part of a ...

Comment In: [Blog - 10/16/2014 - 02:09]

I guess you are right, ...

I guess you are right, I might just have been blinded with the repeated use of the HS example.

Comment In: [Blog - 10/16/2014 - 01:32]

Nice read - never got ...

Nice read - never got to play pirates, now I really feel like I should. From your description of the golden chests I can already see a great game.

Comment In: [Blog - 10/13/2014 - 02:11]

Nice breakdown. r n r ...

Nice breakdown. r n r n@Matt I like your lesson metaphor especially with the bossfight at the end as the final exam .

Comment In: [Blog - 09/17/2014 - 08:05]

I was at a seminar ...

I was at a seminar last week and at one of the sessions this exact issue came up. And it was generally agreed upon that the paid by the hour or iteration model was much better for both the client and developer in most cases. r n r nHaving worked ...