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Publications List

Noah Falstein has contributed chapters to many game industry books, and wrote 60+ design columns for Game Developer Magazine from 2002-2008.  A fully up to date list will appear here soon.

Publications through April 2006


Articles and Proceedings

GDC Proceedings (published proceedings of Game Developer Conference through CMP)

(Some other contributions appear on the www.theinspiracy.com website listed below)


Mar      1997     Collaborating in Game Design (authored with David Fox)

Mar      1999     A Grand Unified Game Theory

Mar      2000     Game Design Fundamentals

Mar      2001     Analyzing Games Tutorial
 

Siggraph Journal (Subsequently published on the Siggraph and The Inspiracy web sites)

Mar      1998     Portrait of the Artists in a Young Industry


Interactivity Magazine

Apr       1998     Implements of Construction


Game Business Magazine

Oct       1998     The Changing Freelance Interactive Workforce

Jan       1999     Design Apprenticeship


Game Developer Magazine

Apr       2000     Soapbox: A Tale of Two GDCs


Better by Design Columns: (Regular design columnist for this trade publication)

Mar      2002     The 400 Project

Apr       2002     The 400 Project Continued: Parallel Challenges

May      2002     The 400 Project Continued: Suspending Disbelief

Jun       2002     Game Design Rules at This Year’s GDC

Jul        2002     Turn-offs

Aug      2002     Asymmetrical Distribution

Sep      2002     The Story So Far

Oct       2002     Begin at the Middle

Nov      2002     The Godfather Paradox

Dec      2002     Fun for the Player

Jan       2003     AI Without Pain

Feb      2003     Good Points Don’t Go Down

Mar      2003     Evolving the 400

Apr       2003     Beyond “Save the World”

May      2003     Simplicity

Jun       2003     The Hobgoblin of Little Minds

Jul        2003     Two for the Design Process

Aug      2003     A Tale of Two MMOGs

Sep      2003     Trumping Consistency

Oct       2003     Essential Game Grammar

Nov      2003     Tapas-Down Design

Dec      2003     Eat Your Vegetables 

Jan       2004     Food for Thought

Feb      2004     To Globalize or to Localize…

Mar      2004     Beyond Entertainment

Apr       2004     Have Cell Phone, Will Play


Starting in May 2004 the column name changed from “Better by Design” to “Game Shui”
 

May      2004     The Flow Channel

Jun-Jul2004     Serious Fun

Aug      2004     Lights, Camera, Action!

Sep      2004     Brainstorming

Oct       2004     Recursive Fleas

Nov      2004     Paradigm Shifts

Dec      2004     A Matter of Life or Death

Jan       2005     What Trumps Fun?

Feb      2005     Question Your Assumptions

Mar      2005     In the Beginning

Apr       2005     Sleeping Dogs Do It

May      2005     The Wright Stuff

Jun-Jul2005     Familiar Yet Different

Aug      2005     The Right to Bare Arms

Sep      2005     Don’t Cell Out

Oct       2005     Stealth Education

Nov      2005     Negative Feedback

Dec      2005     Rules of Interest

Jan       2006     Schafer on Creativity

Feb      2006     When the Hunter Becomes the Hunted

Mar      2006     The Judo Rule

Apr       2006     Emergent Complexity

May      2006     112 Down, 288 to Go

www.theinspiracy.com website

Most previously appeared in CGDA Newsletter, some are from Game Developers’ Conference talks.  These first appeared on this site on various dates from 1997-2003:

                        The Five Stages of Writing for Interactive

                        Game Designer’s Hollywood Survival Guide

                        Silicon Hollywood: A Status Report

                        Interactive Directing

                        A Point of View

                        Interactive Show, Don’t Tell

                        The Geeker Sex

                        Fifty Ways to Not Get a Game Published


www.gamasutra.com Website

Oct       2005     Natural Funativity

 

Book Chapters


“Before You Go Freelance”, Game Developer’s Market Guide, Bob Bates ed., pp. 49-62 (Premier Press, 2003)

“Understanding Fun – The Theory of Natural Funativity”, Introduction to Game Development, Steve Rabin ed., pp. 71-98 (Charles River Media, 2005)

“Natural Funativity”, Developing Interactive Narrative Content, Brunhild Bushoff, ed. pp. 65-82 (Sagasnet_Reader, 2005)

"Advance Wars", Well Played 1.0, Drew Davidson, ed. (ETC Press, 2009)