About us

Working in and with the games industry for over 20 years nurtured our love for great game design and sharpened our eyes regarding die industry’s best and worst practices. With the Game Design Gazette we set out to provide a plattform for our thoughts on remarkable ideas and interesting trends we see in games and around it’s makers.

Feel free to drop us an e-mail if you would like to share your take on one of our topics or are intersted in collaborating. We are happy to also give your thoughts a place to express themselves, as we believe that fresh ideas can only mature into something intriguing when keen minds are connected to think about them.

That being said – we are only humans and have real jobs and family to care about. We try our best to keep the site as up to date as possible, but we do not have a planned out release schedule. We may also sometimes overlook something while writing, that you think would have been important to consider. In this case, please get in touch with us, as we are constantly updating our articles and are happy to include your feedback.

Contributors:

Till Seidenspinner
Till Seidenspinner
Games Biz Guy & Design Enthusiast
Working in and around games for more than two decades, Till is fascinated by the small design decisions that can make a good game brilliant. Or an ambitious one fall spectacularly apart. His interests range from world and systems design to UX, player agency and the occasional wonderfully unnecessary rabbit hole.
Tasha Gerhard
Tasha Gerhardt
Games Journalist & Narrative Nerd
Tasha has a soft spot for games that know exactly what they want to be. Coming from games journalism and digital media, she is particularly interested in narrative design, world building and the curious relationship between what games tell us and what they actually let us do.
Erin
Erin Walsh
Quest Designer & Professional Button Masher
Erin grew up taking games apart mentally long before she knew that game design was an actual job. She writes about level design, player freedom and the wonderfully strange tricks developers use to steer us without making it feel like they do. Indie experiments, systemic chaos and games that confidently break the rules usually get her attention first.

Get in touch: info@gamedesign-gazette.com