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September 1, 2015
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Category: Design

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Posted by Jobye Karmaker on 09/01/15 01:35:00 pm in Design
Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing!

Posted by Aidan Minter on 09/01/15 01:35:00 pm in Design
Product Positioning is one of the most important aspects of games marketing to a prospective audience, here this blog post looks at the importance of positioning in a busy marketplace and defining your products feature strengths against competitors.

Posted by Alex Fleetwood on 09/01/15 01:35:00 pm in Design
It's increasingly important to create games that stand out with original mechanics and features. Designer and studio director Alex Fleetwood describes "This We Believe" - a design tool that he's used for the last five years to do just that.

Posted by Warren Spector on 08/31/15 01:07:00 pm in Design
A recent David Brooks column in The New York Times dealt with the unknowability of the consequences of choices. Clearly Brooks didn't know there's a medium out there (games, obviously) that let's you make choices and experience consequences for yourself.

Posted by Geoff Ellenor on 08/31/15 01:07:00 pm in Design
Time management vs AAA level design problems, and why Ninjas might be my solution.

Posted by David D'Angelo on 08/31/15 02:48:00 am in Design
Designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion.