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January 19, 2018
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January 19, 2018
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Category: Design

Posted by Lonard Bertos on 01/19/18 11:25:00 am in Design
GTA scenario is incredibly good, right? But most of the time, when it's done, the game becomes boring. Why? The GTA scripts lead us to the very fun gameplay we know, but some characters seem to work better without a narrative-oriented scenes.

Posted by Alex Dorans on 01/19/18 11:25:00 am in Design
In Academia there hasn't been a push to create the next generation of talented QA'ers in the same way as we see dedicated Design, Art, Programming, Audio and Production courses. This post explores and invites comment on what such a course may look like.

Posted by Aaron Steed on 01/18/18 09:04:00 am in Design
What goes into a match-3 game that takes 4 years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3.

Posted by gumi Team on 01/18/18 09:03:00 am in Design
Ting Shang Jia and Jacky Yap, Lead Game Designers supporting the global development for The Alchemist Code and Brave Frontier, share insights on a major collaboration event.

Posted by Martin Kolesar on 01/18/18 09:03:00 am in Design
Wouldnt it be more fun if we hid the success probabilities of choices in an RPG? In real life, you mostly understand your chances without percentages popping up in front of your face. Here's how we think about the problem when designing Sacred Fire RPG.

Posted by Kenton Fletcher on 01/18/18 09:02:00 am in Design
A brief look at why players cheat and why as designers we shouldn't always take it personally.