Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Nathan Cheever's Blog   Expert Blogs


Vivid, deep worlds that resonate with players has been my long-time passion. Inspire them to explore the far reaches. Charm them with stories, systems, and meta!

I oversee the layout, integrity, and diversity of gameworlds by helping shape the game's vision into a living sandbox. Art, Gameplay, Features, and Technical needs are all considered and supported. You'll find me actively defining and communicating the foundation (world bible), construction (world-building), and system interaction (world logic) to create a lasting experience.

Prior to game design, my focus was in film and graphic arts. This knowledge has helped me to maximize the player's experience with its presentation, pacing, risk, and reward. By knowing your audience and understanding mood, tone, and framing, an emotional impact can be achieved through gameplay! Developing games lets me feed my passion for creating something exciting that people talk about for years to come.



Expert Blogs

Posted by Nathan Cheever on Thu, 25 Apr 2019 09:32:00 EDT in Design, Console/PC
In PART 2 the variety of Game Event types are discussed, including what's unique, repeatible, and conditional. Supporting ideas like when they appear and what motiviation does it scratch are factored in.

Posted by Nathan Cheever on Mon, 15 Apr 2019 10:27:00 EDT in Design, Console/PC
Every game has ways to monitor and add gameplay at the right times. Interested in how sandbox game events differ from traditional linear ones? PART 1 looks at the Event Gameloop.

Posted by Nathan Cheever on Mon, 18 Jun 2018 10:11:00 EDT in Audio, Design, Production, Art
Grouping objects for repeat use is a way to manage them remotely as well as letting others work on the same scene together. If you've never heard of Prefabs or want to know how to make them more powerful, give this a look!

Posted by Nathan Cheever on Mon, 14 May 2018 10:45:00 EDT in Design, Console/PC
An iron fist ruled this sunny-side district on Exodus from the cancelled sequel to Prey. The once prosperous government center was now hiding a sinister secret looming over all...

Posted by Nathan Cheever on Mon, 30 Apr 2018 06:17:00 EDT in Design, Console/PC, Serious
The mission arc in Six Days in Fallujah went through several drafts. Here's a glimpse at threading the real life events into meaningful paced encounters.

Posted by Nathan Cheever on Thu, 26 Apr 2018 09:38:00 EDT in Design, Console/PC
Back in 2011, the Bowery district was alive and kicking. You will never find a more wretched hub of scum and villainy. This was one of the regions players would bounty hunt aliens in the cancelled sequel to Prey.

Nathan Cheever's Comments

Comment In: [Blog - 04/25/2019 - 09:32]

Thanks Robert I 'm glad ...

Thanks Robert I 'm glad it 's helpful to others besides just myself. Now if I can find time to finish the rest of the series...

Comment In: [Blog - 04/30/2018 - 06:17]

Vietnam seems to be the ...

Vietnam seems to be the last publicly acceptable war to reference. The politics of it were overshadowed by the rawness of it vs. the romanticism of WW2. Fallujah and other recent battles have too much divisive media around them. Of course this is bad, because then no one can learn ...

Comment In: [Blog - 04/26/2018 - 09:38]

I thought it was mostly ...

I thought it was mostly Ted - I 'll update it I wish I had shots of Version 2 which had the big lower train station.