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Category: Design

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Posted by Lewis Pulsipher on 04/29/16 03:16:00 pm in Design
Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.

Posted by Randy OConnor on 04/27/16 11:36:00 am in Design
Randy thinks a bit about his love and frustration for Clash Royale.

Posted by Sande Chen on 04/26/16 12:56:00 pm in Design
In this article, game designer Sande Chen follows up on the ways games can provide a truly emotional experience.

Posted by Om Tandon on 04/25/16 01:53:00 pm in Design
Deep dive in to hooks and baits of social casino games, utilisation of psychological principles for unique monetisation and conversion opportunities.

Posted by Anthony Panecasio on 04/19/16 12:21:00 pm in Design
A level design deep dive on why Dark Souls 3's Cemetery of Ash serves as an expertly-designed tutorial that can push newcomers to their first major victory within the first hour of play.

Posted by Sande Chen on 04/18/16 01:18:00 pm in Design
In this article, game writer Sande Chen discusses how storytellers can mitigate ludonarrative dissonance by respecting the player experience