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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 - 03/25/2015 - 01:12]

Found the idea of customizing ...

Found the idea of customizing your own bundle very interesting. r n r nThe different IAP models are constantly changing, and I have a feeling keeping up with the current trends are quite important for devs. The changing also means you can find a model that suits you and your ...

Comment In: [Blog - 01/08/2015 - 03:01]

Great list. r n r ...

Great list. r n r nI just felt like adding a few more notes to points you already provided. r n r n5 Providing context r nI found some of the best context you can provide is Character Bios for both your playable and non-playable characters. These are much easier ...

Comment In: [Blog - 01/07/2015 - 06:31]

I must admit that when ...

I must admit that when I first read this piece I wasn 't entirely sure what you were getting at, but what you presented sounded interesting enough that I wanted to try out the game. r n r nAfter having played it I definitely agree with you that the map ...

Comment In: [Blog - 12/01/2014 - 01:06]

My thoughts exactly : ...

My thoughts exactly :

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 ...