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April 23, 2014
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Posted by Garret Bright on 04/22/14 03:22:00 pm in Design
While solid level design can make or break a game, so does solid enemy design. Mix and match attributes from this list to help craft interesting enemies.

Posted by Brandon Perton on 04/22/14 03:15:00 pm in Design
Ambiguity is where the story leaves the player unsure about something—what has happened, what will happen after the story ends, what a character thinks or feels, whether something is true or false, etc.

Posted by Jeremiah Alexander on 04/22/14 02:35:00 pm in Design, Production, Indie, Smartphone/Tablet
Minesweeper is a classic! Most people would agree with this statement... most! For some people however, Minesweeper simply sucks! Our soon to be released game, Grave Matters, is based on Minesweeper and this is how we are trying to make it better.

Posted by Yuri Kravchik on 04/22/14 07:38:00 am in
Experimental, 6DOF inputting system, extremely useful for geometry editing.

A small update of what I'm currently working on: the GUI for Emancipation.

The time of conversion is a critical point for F2P Games with multiple currencies. The game need to get the player used to spending the provided Gems and Diamonds. But some games push a bit too hard. AppCrimes looks into games forcing the hard currency.