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Posted by Dev Jana on Tue, 27 Nov 2012 09:40:00 EST in Design
The intensity over time graph is a foundational game design concept. Just a quick look at ways to implement this and how to identify balancing-related issues.



Dev Jana's Comments

Comment In: [Blog - 09/05/2013 - 04:35]

Please don 't ever stop ...

Please don 't ever stop making these. Absolutely door-opening stuff. Much gratitude

Comment In: [Blog - 09/03/2013 - 05:32]

Best, most practically useful article ...

Best, most practically useful article I 've read in years Thank you

Comment In: [News - 12/07/2012 - 02:01]

We 've been returning big ...

We 've been returning big publisher PR phone calls just a little bit less often, for better or for worse, and have retrenched a bit to focus more on what makes games great, as opposed to what games are selling the most. r nSimply put: Thank you. This is why ...

Comment In: [Blog - 11/29/2012 - 10:20]

Excellent read. I felt chills ...

Excellent read. I felt chills just seeing MSCDEX.EXE on a computer screen again

Comment In: [News - 10/12/2012 - 04:00]

Are we still calling Zynga ...

Are we still calling Zynga massively successful

Comment In: [Blog - 01/30/2012 - 03:22]

There were some control issues ...

There were some control issues for sure and it was certainly repetitive, but the 2D levels were plain broken. They really pulled me out of the world. One other thing of note is that the sound design was as great as the art design. Great atmosphere in the game. More ...