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Ernest W. Adams
Calendar of Events
Map of Travels and Clients
Consulting Services
Design Services
Advice and Analysis
Producing
Creative Writing
Hiring Me to Write or Speak
Employment
Top Ten Reasons to Hire a Design Consultant
Why Your Idea is Safe With Me
Client List
Patent Litigation Consulting
Resumé
Game Credits
Testimonials
Books by Ernest Adams
Rollings & Adams On Game Design
Buy Rollings & Adams Signed
Break Into the Game Industry
Buy Break Into the Game Industry Signed
Fundamentals of Game Design
Lectures
Celluloid to Silicon: A Sermon for the Newcomers from Hollywood
The Challenge of the Interactive Movie
The Secret of Eternal (Product) Life
Some Practical Problems of Immortality
Eurostylin': An American Game Designer in Europe
Will Computer Games Ever Be a Legitimate Art Form?
The Philosophical Roots of Computer Game Design
Interactive Narratives Revisited
Rethinking Challenges in Games and Stories
Ten Commandments for Game Development Education
About My Lectures
About That Hat
Online Articles
Of Good Guys and Bad Guys, Generals and Gangsters
Putting Madden in Madden
From Casual to Core: A Statistical Method for Studying Gamer Dedication
Print Articles
The Adams Game Design Workshops
Fundamental Principles Workshop
Game Design Mini-Workshop
Character Design Workshop
Interactive Narrative Five-Day Workshop
User Interface Design Workshop
Introduction to Interactive Narrative One-Day Workshop
The Designer's Notebook Published Columns
Dr. Livingstone, I Presume?
Why "On-line Community" is an Oxymoron
Not Just Another Scary Face
Games for Girls? Eeeeewwww!
Bad Game Designer, No Twinkie!
Mau Designer de Jogos, Não Ganha Bolo
Implementing God in the On-line World
Gulliver and Game Design
Cartographic Cartwheels
In Memoriam: Danielle Berry
The Virtual Reality Gorilla-Rhino Test
A Symmetry Lesson
Creating Opponents for Wargames
How to Get Started in the Game Industry
Interstate '76 and the Principle of Harmony
How to be Weird
Let's Put the Magic Back in Magic
Shut Up and Design!
The Slippery Slope of Advertising
Tolkien, Beethoven, Vision
Simplification
Reflections on the Colorado School Massacre
Designing and Developing Sports Games
I Can't Keep Up!
It's Time to Bring Back Adventure Games
Three Problems for Interactive Storytellers
Letter From a Dungeon
Some Thoughts on Archaic Language
Bad Game Designer, No Twinkie II
Death (and Planescape: Torment)
Breaking the Rules
Casual versus Core
Sex in Computer Games: Seduction
Sex in Computer Games: Explicit Sex
Sex in Computer Games: Dramatic Significance
Designing Need-Based AI for Virtual Gorillas
Dogma 2001: A Challenge to Game Designers
Brian Moriarty on Text RPGs
Replayability Part 1: Narrative
Replayability Part 2: Game Mechanics
Families, Psychology, and Murder
The Day the "Fun" Became Real
Balancing Game with Positive Feedback
Bad Game Designer, No Twinkie! III
Technology Inspires Creativity
Stop Calling Games Addictive
The Role of Architecture in Video Games
The Designer's Notebook Turns Five
What Kind of Designer Are You?
More Sex(es) in Computer Games
Defining the Physical Dimension of a Game Setting
Bad Game Designer, No Twinkie! IV
In the Beginning Was the Word
Tuning Puzzle Games For Non-Puzzle Gamers
Not Just Rappers and Athletes: Minorities in Video Games
Hardware Designers: Talk to Us!
Inside a Game Design Company
What Evil Lurks in the Hearts of NPCs?
Random Thoughts on Mobile Games
The Best of the Game Design Workshops
Designing With Gameplay Modes
Bad Game Designer V
Postmodernism and 3 Types of Immersion
Kicking Butt By the Numbers: Lanchester's Laws
A Perfect Short Game
The Perils of Bottom-Up Game Design
Dramatic Novelty in Games and Stories
How Many Endings Does A Game Need?
Educational Games Don't Have to Stink!
What's On the Designer's Bookshelf?
The Act - Emotion Control with Single-Knob Gameplay
A Few Remarks on Creative Play
Bad Game Designer, No Twinkie VI
A Letter from the Cockpit
ou Must Play Facade, Now!
The Bill of Players' Rights
The Unique Design Challenge of Pinball Simulations
The End of Copyright
Multi-Level Gameplay
Strange Agents are Profiling Our Games!
Cheer Up! Video Games Are In Great Shape
Introducing Ken Perlin's Law
Bad Game Designer, No Twinkie! VII
Where's Our Merchant Ivory?
Revenge of the Highbrow Games
Employees Leaving? Deal With It!
PS3 vs Wii - The Designer's Perspective
Asymmetric Peacefare
Why Action Games Suck (and What to Do About It)
Is it Time to Dump EA?
Community Development
Scrapbook and Press Clippings
Madden Central Interview
Creation of a Game Interview
Digital Divide Interview
Columbine & Computer Games Interview
New York Times Sunday Magazine Article
docChicago Interview
Mit Spielen viel am Hut Article
AdventureGamers Interview
Otago Daily Times Article
Game Programming Italia
Collins College Commencement Address
Hackers in Paradise Article
Badges
Design Resources
The No Twinkie Database
Journals and Magazines
Game Industry Events
Organizations for Game Developers
Books For Game Designers
My Perfect Game
My Design Philosophy
Mi Filosofia del Diseño
Why I Create Games
Quotes for Game Designers
There Is No Weblog Here
The Wanna-Be Page!
How Not to Write a Letter
FAQ for Students
Site Map
My Newsletter
Privacy Policy