Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 23, 2015
arrowPress Releases
May 23, 2015
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:


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...





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 ...