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February 22, 2017
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Category: Design


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Posted by Coray Seifert on 02/21/17 09:01:00 am in Design
A small collection of best practices distilled from the past 4 years of making games with Experiment 7, Impeller Studios, and Autodesk.

Posted by Alexander Freed on 02/21/17 08:52:00 am in Design
Let's go back to basics in a quick discussion on narrative, cutscenes, and viewpoint changes. What are the downsides of the old "Meanwhile..." trick in a video game story, and how do you mitigate them?





Posted by Oscar Barda on 02/21/17 09:23:00 am in Design
Over the previous weeks, my heart has been shaken by the reactions of game makers doubting their place and usefulness in the world in the midst of all the turmoil we now face. Here is a reaction; and a plea to all game makers.

Posted by Josh Bycer on 02/21/17 09:04:00 am in Design
With Steam Direct changes poised to effect the Steam marketplace, I put together some important tips for selling your game when Steam isn't an option.

Posted by Gabriel Priske on 02/21/17 09:03:00 am in Design
Concept art is a grinding wheel for the hatchet of your imagination. You always have to understand that you don't have eyes inside of your brain, so spilling your ideas out onto paper and then taking them back in with your actual eyes might result in...

Posted by Mario Rodriguez on 02/21/17 08:53:00 am in Design
VR game development is not exactly the same as traditional game development. We created SMU Guildhall's first VR game and these were some of the problems we encountered and what we did to fix them.