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October 1, 2016
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Category: Design


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Posted by Alvaro Vazquez de la Torre on 09/29/16 10:07:00 am in Design
Short story based on real events about the efforts to make an external producer understand what a whitebox map is, and the pain of dealing with people not educated in real videogame development





Posted by Kaarlo Raiha on 09/30/16 10:11:00 am in Design
This blog post lists things that might cause problems when you implement replay feature to your game. It also has some suggestions about avoiding those issues.

Posted by Glenn Stanway on 09/30/16 10:11:00 am in Design
A examination of the UI and menu system of the Tiny Titan Studios game Dash Quest, and how it influenced the design of our new title, Tap Smiths.

Posted by Vitor Bulbovas on 09/30/16 09:47:00 am in Design
Back to “how to create” series, now I bring my favourite subject: characters.

Posted by Andrea Baldiraghi on 09/29/16 03:39:00 pm in Design
Can computer-aided puzzle design help us create fair, fun and interesting challenges? Let's find out discussing our approach in Skiddy, The Slippery puzzle, puzzle game with simple play mechanics but a complex level creation problem. Part 2

Posted by Josh Bycer on 09/29/16 10:06:00 am in Design
Early Access can be a blessing and a curse for game developers, and today's post looks at four key factors in having a successful development period.