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August 21, 2018
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Category: Design


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Posted by Krzysztof Solarski on 08/20/18 03:35:00 pm in Design
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.

Posted by Simon Carless on 08/19/18 09:07:00 pm in Design
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.





Posted by Ryan Veeder on 08/20/18 03:36:00 pm in Design
Here's the Inform 7 source text to my 2014 game "Winter Storm Draco," a text adventure about foolishly walking home through a blizzard. I've annotated the code with notes about writing in Inform 7 and my own design process.

Posted by Christian Karrs on 08/20/18 03:15:00 pm in Design
When does pulse pounding tension drift into yawning tedium? Tactful inactive moments can be powerful tools for game-makers to create anticipation, but it can be difficult balancing to avoid boredom. This post looks at how this arises in Clash Royale.

Posted by Michael Heron on 08/17/18 06:42:00 pm in Design
Launching a crowdfunding effort, whether Kickstarter or Patreon, can be a source of anxiety. It's a mark of confidence in your work, and might be fundamental to its continuation. Still, it's also stressful and this post discusses my experiences.

Posted by Julia Murczek on 08/17/18 01:47:00 pm in Design
In this multipart series about the development of Lightfield we take a look back at some of the different areas. In this part I talk about the challenges we had to overcome when designing the race tracks for the omnidirectional parkour-style racing game.