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February 19, 2017
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Category: Design

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Posted by Taekwan Kim on 02/17/17 10:24:00 am in Design
Examining Steam Discovery like any other MMO with issues in balancing, matchmaking, information availability, and unintended aggregate results from poorly considered reward structures

Posted by Stanislav Costiuc on 02/15/17 12:13:00 pm in Design
What I've learned after trying to keep up a video game/design blog on a regular schedule.

Posted by Winifred Phillips on 02/13/17 10:05:00 am in Design
Video game composer Winifred Phillips presents extra research & scholarship gathered for her GDC 2017 talk: Homefront to God of War: Using Music to Build Suspense. This info (not included in the talk) is useful for designers wishing to enhance suspense.

Posted by Michail Katkoff on 02/13/17 10:04:00 am in Design
Netmarble launched their Clash Royale inspired Star Wars game just under a month ago. On paper, this game sounded like a sure shot but since launch, the game has all but disappeared from the top charts. This post answers to why the game failed.

Posted by Simon Carless on 02/12/17 10:57:00 pm in Design
This week's Video Game Deep Cuts include everything from a witty video appreciation of Kingdom's design to an Alpha Protocol retrospective, & lots more.

Posted by Motoi Okamoto on 02/10/17 10:38:00 am in Design
Fire Emblem Heroes had a large success in Japan and the US. I'd like to explain the analysis of game design and monetization of the mobile game, the relationship between battle system and growth and monetization.