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September 30, 2014
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September 30, 2014
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Category: Social/Online

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How much information should your test cases (or test missions, charters, or other types or similar test artifacts) include? What are the pros and cons of adding lots of detailed information in your test cases?

Aspiring designers often think they're going to get rich. Actually game design is a hobby for most, not a living. But there are many reasons other than money to design games. My favorite game is the game of designing games, though I do make some money.

Transitioning from a production role into a leadership position can be very challenging, which is a lesson I had to learn the hard way. In doesn't have to be that way and I hope that this post will help newly minted leads to get started in their new role.

The Designer's Production Guide - There are many "do and don't" rules in game design, and most successful designers abide by many, if not all, of the same ones. (Read On)

How to Get Your Game Design Ideas into Production, by William Anderson at Awaken Games

This post is part one of a five-part series on analytics in the gaming industry: Part 1: Should I deal with this? How do I start? Part 2: Basic Definitions Part 3: Understanding Social in Games Part 4: Cohort Analysis and Segmentation Part 5: Predict