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July 23, 2016
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July 23, 2016
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Category: Console/PC


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Posted by Celia Hodent on 07/22/16 02:43:00 pm in Console/PC
This detailed post describes all the Game UX Summit 2016 sessions, one by one. This event brought together 15 renowned speakers from various UX-related disciplines, from game studios and academia. The keynote speakers were Don Norman and Dan Ariely.

Posted by Stanislav Costiuc on 07/22/16 02:42:00 pm in Console/PC
Let's examine how cutting features from a game can help make a better experience.

Posted by Leszek Godlewski on 07/21/16 04:53:00 pm in Console/PC
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.

Posted by Sande Chen on 07/20/16 01:02:00 pm in Console/PC
In this article, game designer Sande Chen describes what happens when players have a supercomputer for a mentor and what this development means for games in the future.

Posted by Stanislav Costiuc on 07/15/16 10:40:00 am in Console/PC
In this post I examine how Assassin's Creed: Brotherhood creates a wholesome, engaging experience for the player.

Posted by Ryan Darcey on 07/14/16 01:22:00 pm in Console/PC
Part 2 of a 3 part series where I break down our production process on Star Wars: First Assault, which was designed using an iterative production methodology developed by Jeff Morris.