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September 24, 2018
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Justin Reeve's Member Blogs

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.

Posted by Justin Reeve on Fri, 27 Jul 2018 10:32:00 EDT in Design, Console/PC
How do systems and story interact? This article examines how Night in the Woods puts the mechanics in support of the story - not the other way around.

Posted by Justin Reeve on Wed, 25 Jul 2018 04:46:00 EDT in Design, Console/PC
Every aspect of S.T.A.L.K.E.R. is deeply imbued with narrative meaning - including the mechanics. This game design deep dive looks into how its mechanics were used for worldbuilding.

Posted by Justin Reeve on Mon, 23 Jul 2018 11:59:00 EDT in Design, Console/PC
The Witcher 3's Novigrad feels like a living, breathing city. Part of this has to do with its level design. This article shows how some of the principles of real-world urban planning were applied to this virtual city.

Posted by Justin Reeve on Sun, 22 Jul 2018 09:41:00 EDT in Design, Console/PC
Ever wondered what makes Breath of the Wild so special? This article examines how the game takes a relatively unusual approach to instructing players about its mechanics.

[Previous Justin Reeve Blogs]