Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 25, 2020
arrowPress Releases







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


 

Stanislav Costiuc's Expert Blogs

Posted by Stanislav Costiuc on Fri, 31 May 2019 10:07:00 EDT in Design, Console/PC
A look at different facets of Horizon: Zero Dawn and what Guerrilla has done to create a wholesome, engaging experience.


Posted by Stanislav Costiuc on Wed, 08 May 2019 10:27:00 EDT in Design, Console/PC
When we talk about responsive controls in games, we talk about the time between a button press and the action being completed. And yet Bloodborne is still a responsive game even with actions completion being technically delayed. Let's talk about why.


Posted by Stanislav Costiuc on Tue, 16 Apr 2019 10:38:00 EDT in Design, Serious
A little story of a Game Designer who found what type of videos he should make on YouTube


Posted by Stanislav Costiuc on Tue, 02 Apr 2019 09:26:00 EDT in Design, Console/PC
Leonardo as a character does not appear in the main campaign of Assassin's Creed II too often, and yet players grow very attached to him. Let's examine why.


Posted by Stanislav Costiuc on Mon, 25 Mar 2019 09:08:00 EDT in Design, Console/PC
To feel physics-based, swinging in a Spider-Man game doesn't actually need to fully follow the laws of physics. So let's take a look at those that it doesn't.


Posted by Stanislav Costiuc on Mon, 18 Feb 2019 01:59:00 EST in Design, Console/PC
Let's talk about what the first Assassin's Creed does to make itself feel larger than it actually is.


Posted by Stanislav Costiuc on Tue, 12 Feb 2019 12:55:00 EST in Design, Console/PC, Smartphone/Tablet
A question I hear pretty often is, "What is a meta-game?". There are two pretty similar but also quite distinct and different answers which we're going to talk about.


Posted by Stanislav Costiuc on Wed, 23 Jan 2019 09:49:00 EST in Design, Social/Online, Smartphone/Tablet
Pokemon Go tried to take over the world by storm, but it didn't quite make it. Let's take a look at why.


Posted by Stanislav Costiuc on Wed, 16 Jan 2019 09:03:00 EST in Design, Indie, Smartphone/Tablet
Let's take a look at what makes Threes! such a good little puzzle game.


Posted by Stanislav Costiuc on Mon, 19 Nov 2018 12:17:00 EST in Design, Serious
In this streamlined version of a talk I gave about a year ago, let's discuss how games can use interactivity to create strong emotional bonds with the players.


[Previous] | [Next]