Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 11, 2018
arrowPress Releases






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


 

Pascal Luban's Blog   Expert Blogs

 

Pascal Luban is a freelance creative director and game designer based in France. He has been working in the game industry as a game and level designer since 1995 and has been commissioned by major studios and publishers including Activision, SCEE, Ubisoft and DICE. In particular, he was lead level designer on the 'versus' multiplayer versions of both Splinter Cell - Pandora Tomorrow and Chaos Theory, he designed CTF-Tornado, a UT3 mod multiplayer map built to showcase the applications of physics to gameplay, he was creative director on Wanted – Weapons of Fate and lead game designer on Fighters Uncaged, the first combat game for Kinect. His first major published title as game designer was Alone In The Dark - The New Nightmare.


Leveraging his design experience on console and PC titles, Pascal is also working on Free-to-Play games for Facebook and mobile platforms. His references include Wars and Battles, Twist and Pop, a match-3 game, and Hockey Legends.

Lately, he has been working on several PC games on Steam (Of Kings and Men, The Black Death).


His first game for mobile platforms, The One Hope, was published in 2007 by the Irish publishers Gmedia and has received the Best In Gaming award at the 2009 Digital Media Awards of Dublin.

Pascal is design consultant for the Kainuu Gaming Cluster in Finland and gives master classes throughout Europe on various game design-related topics such as freemium design or level design.

His website: www.gamedesignstudio.com

LinkedIn profile: www.linkedin.com/in/pluban

 

Expert Blogs

Posted by Pascal Luban on Tue, 11 Dec 2018 10:05:00 EST in Design
Increasing number of games include progression trees in their core gameplay experience. The question is how to compute the values associated with each threshold. There exist three techniques. Let’s review them and assess their pros and cons.


Posted by Pascal Luban on Mon, 08 Oct 2018 12:59:00 EDT in Design
Is there a future for episodic content business model?


Posted by Pascal Luban on Tue, 04 Sep 2018 10:09:00 EDT in Design
What is the common point between Charlie Chaplin’s The Great Dictator, Spielberg’s ET and Victor Hugo’s Les Misérables? They are all seen as masterpieces in their respective genre, but why?


Posted by Pascal Luban on Mon, 28 May 2018 12:09:00 EDT in Design
Far Cry 5 is a great game and a world success but for how long can Ubisoft cash in on his open world winning formula?


Posted by Pascal Luban on Mon, 02 Apr 2018 06:35:00 EDT in Design
The subscription business model, and its variants, is growing fast in North Americas main economy but it is seldom used in the game industry. Lets analyze successful implementations and assess its benefits for both publishers and development teams.


Posted by Pascal Luban on Wed, 21 Feb 2018 11:43:00 EST in Design
In the previous part of my new feature on episodic design, I demonstrated how episodic storytelling can be adapted to a true action-laden shooter game and improve it. I will now do the same with another popular genre, open world games.



Pascal Luban's Comments

Comment In: [Blog - 02/05/2018 - 10:42]

Hello Daniel and thank you ...

Hello Daniel and thank you for your note.Serialized games can, indeed, create rich and deep universes with recurring characters and plots arching over several games. From this point of view, they are more effective than episodic games. However, their main weakness is the time it takes to develop one game. ...

Comment In: [Feature - 11/22/2011 - 05:05]

Don't forget that F2P gaming ...

Don't forget that F2P gaming is drawing millions new players to our industry. As a consequence, overall revenue for our industry should grow. Furthermore, a key point I am advocating is my strong belief that F2P mechanisms will merge with other business models.