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September 2, 2014
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Category: Design


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Posted by Alexander Freed on 09/02/14 10:18:00 am in Design, Console/PC, Indie
For decades, branching conversation systems have been a powerful tool in game narrative. In part one of a series dedicated to the art of branching dialogue writing, we define terms and discuss what kinds of games benefit most from such systems.

Posted by Andrzej Marczewski on 09/02/14 09:13:00 am in Design, Production, Smartphone/Tablet
What we need to do is step back from time to time and say “How will this actually impact the user”.

Posted by Randy OConnor on 09/01/14 09:57:00 pm in Design, Indie
Randy enjoys an evocatively open-ended golf game while struggling with whether he should place his games under a moniker.

The free to play business model compromises the design integrity of the game in order to make the game more commercially viable. With our latest game, Betty Boop Bop, we learnt that is not always the case.

Posted by Ethan Levy on 08/28/14 02:21:00 pm in Business/Marketing, Design, Console/PC
Following the introduction of several IAP elements in Battlefield 4 over the past few months, I investigate the effects spending $100 in shortcuts and Battlepacks has on the multiplayer experience.

Posted by Eric Zimmerman on 08/26/14 11:34:00 pm in Design
A series about what and how I teach. In this lesson: understanding the uses and limits of framing games by their rules, plus an exercise on the rules of Pac-Man and a mini-essay on games and formalism.