Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 14, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Justin Reeve's Blog

 

Justin is a game journalist and independent developer. He's also a pilot and PhD student in Egyptian Archaeology at the University of Chicago. Follow him on Twitter or check out his blog!

 

Member Blogs

Posted by Justin Reeve on Fri, 10 Aug 2018 09:22:00 EDT in Design, Console/PC
Homeworld remains one of the only real-time strategy games to ever feature a truly 3D movement system. Why? Players never look up. This article examines what Homeworld did differently and why it failed to catch on.


Posted by Justin Reeve on Thu, 09 Aug 2018 10:28:00 EDT in Design, Console/PC
What is it which fills a game world with wonder? This article examines the relationship between exploration and discovery by analyzing Watch Dogs 2, The Witcher 3, and Breath of the Wild.


Posted by Justin Reeve on Tue, 07 Aug 2018 09:56:00 EDT in Design, Console/PC
There's more to What Remains of Edith Finch than first meets the eye. This article examines how the game's creative level design evokes feelings of quiet contemplation in the player.


Posted by Justin Reeve on Mon, 06 Aug 2018 09:43:00 EDT in Design, Console/PC
Part of what makes Half-Life 2's level design so interesting is the placement of non-player characters. This article examines how NPCs were used as "alternative architecture" to guide player movement.


Posted by Justin Reeve on Wed, 01 Aug 2018 10:37:00 EDT in Design, Console/PC
What's the best way to create complexity in a game system? Mix it with some other system. This article takes a look at how spreadsheets can be used as a quick-and-dirty tool for designing systems interactivity.


Posted by Justin Reeve on Mon, 30 Jul 2018 11:02:00 EDT in Design, Console/PC
Why do we feel safe in some spaces but anxious in others? This article examines how Metal Gear Solid V integrates player psychology into its level design.



Justin Reeve's Comments

Comment In: [Blog - 07/30/2018 - 11:02]

I 'm really glad that ...

I 'm really glad that you enjoyed my article I definitely have some recommendations for books on architecture: r n r nThe most relevant in this particular case would be An Architectural Approach to Level Design by Totten. It 's about how architectural principles and ideas can be applied directly ...

Comment In: [Blog - 07/22/2018 - 09:41]

I don 't think that ...

I don 't think that Breath of the Wild 's designers have explicitly mentioned using Montessorian methods. They did outline their design philosophy at the 2017 GDC, though. The approach which they described is definitely Montessorian . r n r nNintendo has always taken a very consistent approach to game ...