Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 17, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Devon Wiersma's Member Blogs

Posted by Devon Wiersma on Mon, 03 Jul 2017 08:50:00 EDT in Audio, Design, Programming, Art, Console/PC, Serious, Indie, Smartphone/Tablet
An opinion piece on what makes a game bad and why as game developers we should give them more attention than they seemingly deserve.


Posted by Devon Wiersma on Wed, 03 May 2017 09:37:00 EDT in Design, Console/PC
An examination of the use of arbitration and deception in Anna: Extended Edition uses to provide a new and effective style of psychological horror.


Posted by Devon Wiersma on Fri, 28 Apr 2017 09:20:00 EDT in Design, Console/PC, Social/Online
An examination of the use of Rock Paper Scissors as a game mechanic, including the drawbacks of using it to determine outcomes against AI opponents.


Posted by Devon Wiersma on Wed, 12 Apr 2017 09:59:00 EDT in Business/Marketing, Serious, Social/Online
A guide to help professionals learn how to socialize with and help educate students in a way that doesn't alienate them or the student in question.


Posted by Devon Wiersma on Thu, 23 Mar 2017 06:06:00 EDT in Business/Marketing, Production, Indie
We all have strange rituals we tend to practice at jams, but eating fortune cookies might just be one of the most productive ones I've ever been a part of. Here's some reasons why you should try it for yourself!


Posted by Devon Wiersma on Fri, 10 Mar 2017 09:35:00 EST in Business/Marketing, Serious
A guide to networking at GDC geared towards students, by a student. Also applicable to those attending GDC for their first time or any similar big industry event.


Posted by Devon Wiersma on Mon, 18 Apr 2016 11:32:00 EDT in Design, Indie
An run-through of how I created levels for Ruin, a physics-based puzzle game, while planning around player knowledge and the threat of accidental victory.


[Previous Devon Wiersma Blogs]