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September 20, 2014
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September 20, 2014
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Category: Design


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Posted by Christopher Totten on 09/19/14 08:23:00 pm in Design, Production, Serious, Indie
How participating in a Game Jam at the White House brought our new American University Game Lab together and taught us about game development in the Washington, DC area.

Posted by Joseph Kim on 09/18/14 08:09:00 pm in Design, Smartphone/Tablet
A recommended method for mobile game design that focuses on detailing entire series of user flows rather than specific screens. Many PC/console game designers often fail here by focusing on key screens and thereby eventually requiring redesign.

Posted by Lennart Nacke on 09/17/14 12:14:00 am in Design
In the second week of my Basic Introduction to Game Design course, I talk about games as systems, their formal structure and the elements that make games into games.

Posted by Ethan Levy on 09/16/14 09:50:00 pm in Design, Indie
While working on narrative experiment flapping bird, I questioned my initial decision to make my main character straight and male. So I asked gamers on Reddit's r/gaymers if inclusive language would make for a better game. This is what I learned.

Posted by Tanya X Short on 09/16/14 08:01:00 pm in Design, Console/PC, Indie
A designer describes her studio's methods for choosing the level of detail of their procedural generation algorithms.

Posted by Alexander Freed on 09/16/14 07:59:00 pm in Design, Console/PC, Indie
For decades, branching conversation systems have been a powerful tool in game narrative. In part three of our series, we discuss toolsets and how to structure a conversation for easy review and later editing.