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October 20, 2021
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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:

LinkedIn profile:


Expert Blogs

Posted by Pascal Luban on Tue, 21 Sep 2021 10:58:00 EDT in Design
Almost every action-adventure game that has been released during the last decade offers players progression mechanics heavily inspired by those of RPGs. So is this a good thing or is it a sign that the industry is struggling to renew itself?

Posted by Pascal Luban on Tue, 29 Jun 2021 10:16:00 EDT in Business/Marketing, Design
EA has just published trailers on its upcoming shooter, Battlefield 2042. Battlefield 2042 appears as the video game version of Hollywood blockbusters. But is it such a good idea? By choosing this path,isn't EA prioritizing form over substance?

Posted by Pascal Luban on Thu, 03 Jun 2021 12:15:00 EDT in Business/Marketing, Design
On May 11th, 2021, Ubisoft announced that it plans to develop free-to-play triple-A in order to rely less on the premium business model. Is Ubisoft taking a real risk or is it being proactive in looking to the future?

Posted by Pascal Luban on Tue, 05 Jan 2021 11:00:00 EST in Production
When we buy a product and it suffers from the slightest defect, we report it and demand either a replacement or a refund. But when we buy a video game and it is deficient, we tend to see it as part of what a player has to endure. But things are changing.

Posted by Pascal Luban on Thu, 17 Dec 2020 10:30:00 EST in Business/Marketing
Streaming platforms are multiplying and could revolutionize the way we play games. But if so, what could be the consequences for development studios?

Posted by Pascal Luban on Sat, 26 Sep 2020 02:56:00 EDT in Production
A new profession has recently appeared: UX designer. If we talk about user experience, we are at the heart of the game and that is the domain of the game designer. So who do you need: A UX designer? A game designer? Both?

Pascal Luban's Comments

Comment In: [Blog - 05/07/2020 - 10:19]

Hello Alexis: r nFirst, you ...

Hello Alexis: r nFirst, you have to be aware that many people want to do that but there are far fewer positions. So, you 'll have to be tenacious. Here is what I would do: r nGet yourself a degree that will let you work in the game industry but ...

Comment In: [Blog - 08/29/2019 - 10:58]

Glad you wrote about it. ...

Glad you wrote about it. I published a blog, over a year ago, on the same issue: Onboarding: Not only for free-to-play games anymore .

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.