The Designer's Notebook columns
The Designer's Notebook is a (mostly) regular column I write for the Gamasutra developers' webzine. Below is an index to all 120 columns archived here, newest first. For my online articles that didn't appear under the Designer's Notebook name, see Online articles.
2013
2012
2011
2010
2009
2008
2007
2006
- PS3 vs. Wii -- The Designer's Perspective Farsi
- Employees Leaving? Deal With It!
- Revenge of the Highbrow Games
- Where's Our Merchant Ivory?
- Bad Game Designer, No Twinkie! VII Français
- Introducing Ken Perlin's Law
- Cheer Up! Video Games are in Great Shape
- Strange Agents are Profiling Our Games!
- Multi-Level Gameplay
2005
- The End of Copyright Chinese
- The Unique Design Challenge of Pinball Simulations
- The Bill of Players' Rights
- You Must Play Façade, Now!
- A Letter from the Cockpit
- Bad Game Designer, No Twinkie! VI
- A Few Remarks on Creative Play
- The Act - Emotion Control With Single-Knob Gameplay
- What's On the Designer's Bookshelf?
- Educational Games Don't Have to Stink!
2004
- How Many Endings Does a Game Need?
- Dramatic Novelty in Games and Stories
- The Perils of Bottom-Up Game Design
- A Perfect Short Game
- Kicking Butt by the Numbers: Lanchester's Laws
- Postmodernism and the Three Types of Immersion
- Bad Game Designer, No Twinkie! V Français
- Designing with Gameplay Modes and Flowboards
- The Best of the Game Design Workshops
- Random Thoughts on Mobile Games
- What Evil Lurks in the Hearts of NPCs?
2003
- Inside a Game Design Company
- Hardware Designers: Talk to Us!
- Not Just Rappers and Athletes: Minorities in Video Games
- Tuning Puzzle Games for Non-Puzzle Gamers
- In the Beginning Was the Word
- Bad Game Designer, No Twinkie! IV Français
- Defining the Physical Dimension of a Game Setting
- More Sex(es) in Computer Games
- What Kind of Designer Are You?
2002
2001
2000
- Designing Need-Based AI for Virtual Gorillas
- Sex in Computer Games, part 3: Dramatic Signficance
- Sex in Computer Games, part 2: Explicit Sex
- Sex in Computer Games, part 1: Seduction
- Casual versus Core
- Breaking the Rules Français
- Death (and Planescape: Torment) Français
- Bad Game Designer, No Twinkie! II Français
- Some Thoughts on Archaic Language
- Letter from a Dungeon
1999
- Three Problems for Interactive Storytellers Français
- It's Time to Bring Back Adventure Games Français
- I Can't Keep Up!
- Designing and Developing Sports Games
- Reflections on the Colorado School Massacre
- Simplification Français
- Tolkien, Beethoven, Vision Français
- The Slippery Slope of Advertising
- Shut Up And Design! Français
- Let's Put the Magic Back in Magic Français
- How to Be Weird
- Interstate'76 and the Principle of Harmony
1998
- How to Get Started in the Game Industry, Part 2
- How to Get Started in the Game Industry, Part 1
- Creating Opponents For Wargames
- A Symmetry Lesson Français
- The Virtual Reality Gorilla-Rhino Test
- In Memoriam: Danielle Berry
- Cartographic Cartwheels
- Gulliver and Game Design
- Implementing God in the On-Line World
- Bad Game Designer, No Twinkie! Français Português
- Games for Girls? Eeeeewwww! Farsi
- Not Just Another Scary Face
