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Martin Nerurkar's Blog   Expert Blogs

 

This blog is a place for me to mirror the important thoughts from my private blog called Game Architecture or my company Blog at Sharkbomb Studios. Most of that will be my attempts at thinking and talking about games, their spaces and the design of both.

The thoughts also reposted here will of course only deal with video games. On my personal blog though I'll also talk about the design of other games, especially role-playing games. The kind that you play with paper, pencil and some dice.

And who am I? My name is Martin Nerurkar and I'm a passionate Game Designer. I've been involved in the creation of video games for over 15 years by now. I've started out doing a lot of Shooter Mods as hobby projects and then transferred over to the commercial side of things after I completed my architecture degree. I am currently working as a freelance design consultant by day and indie by night. My Indie games are released under the label Sharkbomb Studios.

 

Expert Blogs

Posted by Martin Nerurkar on Thu, 07 Aug 2014 08:19:00 EDT in Design, Console/PC, Indie
So a few weeks ago I released Different, a short game about self-consciousness and first impressions. It’s a personal piece anchored in my experiences and perceptions.


Posted by Martin Nerurkar on Mon, 16 Jun 2014 12:51:00 EDT in Design, Indie
A personal recap of the Lyst Summit 2014 on romance, love and sex in video games. Includes a rundown of the talks and a few of the games created in the game jam.


Posted by Martin Nerurkar on Thu, 01 May 2014 04:20:00 EDT in Design, Indie
A very personal story about frustration, depression and Ludum Dare 29 "Beneath the Surface" and the resulting game "Happy Birthday".


Posted by Martin Nerurkar on Tue, 03 Dec 2013 09:43:00 EST in Production, Indie, Smartphone/Tablet
Wherein I fashion charts out of the many numbers behind Hipster Zombies. How many downloads? On which platform? And what about the money? And piracy? Find answers within!


Posted by Martin Nerurkar on Sun, 17 Nov 2013 06:57:00 EST in Design
Wherein we look at Games and Interfaces. A definition, and the whys and hows of interface immersion.


Posted by Martin Nerurkar on Fri, 08 Nov 2013 07:33:00 EST in Design, Programming, Production, Art, Indie, Smartphone/Tablet
A postmortem of the Hipster Zombies development Process. Four things that went wrong, four things that went right and the obvious conclusions.



Martin Nerurkar's Comments

Comment In: [Blog - 06/16/2014 - 12:51]

That 's how it usually ...

That 's how it usually goes: r n r n- Where are you from r n- Specific town in Germany r n- No I mean, where were you born r n- Specific town in Germany r n r nThis usually goes on for a while r n r n r ...

Comment In: [Blog - 07/20/2014 - 07:48]

Nice to see that updated ...

Nice to see that updated article. The old one already was a classic :

Comment In: [Blog - 12/03/2013 - 09:43]

Well that 's why I ...

Well that 's why I pointed it out in the text. I still think the difference is so significant that it 's beyond those factors monetization model credits ...

Comment In: [Blog - 07/29/2013 - 05:16]

I do believe it is. ...

I do believe it is. You can belong to a group simply by being against something. We know that common enemies unite people. And then acting against that enemy is within the interest of the group, so it provides value to the group, so it makes you good for the ...

Comment In: [Blog - 09/18/2012 - 02:58]

An addition to the spatio-visual ...

An addition to the spatio-visual layer: It may be obvious but many branching paths are another important characteristic of the Maze.

Comment In: [Blog - 07/11/2012 - 03:28]

Hello Bart. Thanks for your ...

Hello Bart. Thanks for your extesive comment. I 'll do my best to adress your points but I 'll be a bit brief for time reasons. r n r n1. I agree. I do believe I never said that exploration is purely spatial. A game that has exploration as it ...