Stéphane Bura


Saturday 12 February 2011

Interview on AI Game Dev about Cortical

Alex Champandard will interview me tomorrow on AI Game Dev about Cortical and the innovative things AI can bring to game design. Join us if you're a subscriber. It starts at 22:00 CET.

If you're interested in how Cortical works, I've uploaded the Game Maker source code for it and made it available under GPL.

Tuesday 16 November 2010

Source code for War and Peace available

I've uploaded the Game Maker source code for War and Peace.

It's available under GPL.

Monday 1 February 2010


I've added a couple of games I developed to the site:

War and Peace - The One-Button Civilization - a small game I developed over a couple of days for Gamma 4's One-Button Games challenge.

War and Peace is a one-button implementation of the major game mechanics found in Civilization. As in Civilization, you have to choose carefully which technologies you research, when to build up your cities and when to be more offensive, depending on which kind of victory you're shooting for (conquest, domination, or spaceship). You just do it with a single button.

Cortical - a game I developed in order to test a theory of mine about game design innovation. The corresponding article is forthcoming.

Cortical explores a control scheme in which the player acts by changing the behaviors of the game creatures instead of directly controlling their movements.

Wednesday 5 November 2008



...and I'm off to Project Horseshoe :)

Sunday 3 August 2008

Game Design Panel at GCDC

I'll be moderating Tuesday August 19th game design panel at Leipzig's GCDC, with illustrious panel members Bob Bates, Steve Meretzky and Bobby Stein. Come and see us if you're around.

Abstract: Game design has a rich past and a bright future, ripe with yet undiscovered innovations.
In this panel, industry veterans and innovators in their own right will draw from the past and reach into the future to discuss gameplay mechanisms that, like Achievements recently, can transform the player's experience, the game designer's habits and the gaming community as a whole.
They will talk about how designing such mechanisms relates to managing constraints outside of the game design field.
Finally, they will offer their views on what's in store for players and on which design opportunities we should take advantage of.

Target Audience: This session is open to anyone curious about how future advances in game design will impact our relationship with games, and how these advances can come to be.
It is a non-technical, non-gloomy session.

Tuesday 29 July 2008

Emotion Engineering article on Gamasutra

Many thanks to Simon Carless and Christian Nutt for publishing my article on emotion engineering on Gamasutra.

I feel honored and giddy at the same time to be part of this nexus of the videogame community.

And I certainly don't feel any pressure for my next article... none at all.

Sunday 23 September 2007

I could write something in French here if I wanted to

Hello and welcome to this blog.

I've made this small space on the net to share my ongoing work on the creation of a game design grammar.
Updates should be few and far between, so I'm grateful for rss feeds.

Also, I'm French.