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Category: Design


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Posted by Heather Chandler on 07/31/14 11:01:00 am in Design, Production, Indie, Smartphone/Tablet
This article discusses Elephant Mouse's experience with prototyping core game mechanics for their mobile puzzle game - Robots Need Love Too! Read about their highs and lows with this key part of pre-production.

Posted by Junxue Li on 07/29/14 06:59:00 am in Design, Production, Art, Social/Online, Smartphone/Tablet
A tip about how to quickly set the correct size for all the objects in a 3D scene. I think this tip is not only useful to artists who work for HOPA/adventure games, but also to guys who handle 3D scenes for all kinds of purpose.

Posted by E McNeill on 07/28/14 05:47:00 pm in Design, Programming, Indie
How the puzzles in Darknet are procedurally generated.

A simple "rule of thumb" for quick "smell-test" risk assessment of crowdfunded game projects.

Posted by E McNeill on 07/21/14 01:29:00 am in Design, Console/PC
I hate grinding. Iím fundamentally opposed to it, and Iíve always made an effort to keep it out of all my games. And yet, somehow I had made a game in which you repeat the same task over and over again.

Posted by Sebastien Lambottin on 07/18/14 09:15:00 pm in Design, Production, Console/PC
By building a gameplay prototyping library we've manage to increase our iteration speed for the naval gameplay of AC4