Filip Coulianos

Pacing & Gameplay Analysis In Theory & Practice

03 August 2011



Its been a long time since i posted something here, but now I finally got my article Pacing And Gameplay Analysis In Theory And Practice published at Gamasutra!

This really feels like a great achievement for me. The response so far has been great, and I hope more articles will be published there in the future.

By analyzing the pacing of your game, writes Starbreeze (The Darkness) designer Filip Coulianos, you have a method to help hit creative targets -- Coulianos shares his process in a new Gamasutra feature.

>> Read the article here.

Posted at 22:24 in Uncategorized
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I'm Filip Coulianos, an aspiring level designer and environment artist. In this blog I will share the knowledge and discoveries I come across while doing my research and work with level design and environment art.
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