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Steve Gaynor
About Me
e-mail
Highlighted Articles
Single-A Games
Basics of effective FPS encounter design
Advice on getting into video game design
Noir
Inhabit
Gun
The Immersion series
The immersion model of meaning
On Invisibility
Being There
Labels
gaming
(53)
game design
(52)
game industry
(49)
game theory
(47)
level design
(41)
random
(35)
job
(19)
blog
(14)
games
(1)
Archive
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2012
(3)
▼
February
(1)
Respectfulness
►
January
(2)
Games of 2011
What if things were different
►
2011
(1)
►
November
(1)
Helping Players Find Their Own Way - talk from NYU...
►
2010
(14)
►
September
(1)
The closed loop
►
August
(3)
The Thinker Knows
Minerva's Den
On the old vs. the new
►
July
(1)
Specific Violence
►
June
(2)
Darks Days 2
Extra Lives
►
May
(1)
Any questions?
►
April
(1)
Quick Hits 2
►
February
(3)
State change as the key to emergent play
Points
BioShock 2... seeeeeeecrets
►
January
(2)
On pointlessness
An obligation
►
2009
(26)
►
December
(4)
09
Quick critique: Silent Hill Shattered Memories
The untying knot
Quick hits
►
November
(3)
The middle child at peace
Design of a decade
Two links worth reading
►
September
(1)
Play
►
August
(2)
A predator
Sorry the blog's been dark...
►
July
(2)
The three R's
Homespun
►
June
(1)
games I'm looking forward to
►
May
(3)
Cult of Rapture podcast
Game design
Single-A games
►
April
(1)
Reorienteering: spatial organization in BioShock
►
March
(2)
Exclusive
A worthy model
►
February
(2)
Basics of effective FPS encounter design (via F.E....
GDC Guide 09
►
January
(5)
Storymaking
Obama
Informative
Moddin'
Casting 4
►
2008
(67)
►
December
(5)
MOTY 08
Casting 3
Holiday confab
The Cabrinety Collection blog
Yearbook
►
November
(3)
The immersion model of meaning
►
October
(2)
►
September
(1)
►
August
(2)
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July
(6)
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June
(12)
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May
(14)
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April
(4)
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March
(5)
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February
(4)
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January
(9)
►
2007
(46)
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December
(4)
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November
(4)
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October
(5)
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September
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July
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June
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May
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April
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March
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February
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January
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2006
(74)
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December
(3)
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November
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October
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September
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August
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July
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June
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May
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April
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March
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February
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January
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