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January 16, 2018
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Category: Serious


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Posted by Max Pears on 11/09/17 09:50:00 am in Serious
This is the second part of my three part series where I discuss some of the best practices to think about when making levels. These are guidelines which will help shape your levels and take them to the next "Level" ....aha puns

Posted by Ramin Shokrizade on 11/06/17 10:41:00 am in Serious
Recent Google and Carnegie Mellon University statistical studies have shown us what kinds of teams and employees are most successful, but statistics don't explain "why", which we need to build the teams they describe. For this we can look to neuroscience.

Posted by Johan Hoberg on 11/03/17 09:50:00 am in Serious
In this article I will explore what I feel are the most important skills and attributes of a good game tester, and what type of mindset I believe a good game tester should have.

Posted by Max Pears on 11/02/17 11:44:00 pm in Serious
This is a 3-part series where I break down Level Desing and some beginner tips on what is important on the path of becoming an LD and some tips on how to get there. Please enjoy.

Posted by Max Pears on 10/23/17 07:57:00 pm in Serious
This blog covers why research is super important and why as designers we should never skip this phase. One thing to consider as well when creating a level is where is the toilet? Originally on: Maxpears.com

Posted by Trevor Diem on 10/18/17 02:15:00 pm in Serious
This blog post is a multi-part overview of the FMV Pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll go through a series that investigates how we were able to achieve our remastered FMVs.

Posted by Ramin Shokrizade on 10/17/17 10:07:00 am in Serious
A recent Guardian article suggests that industry, at a strategic level, is warming to the idea of utilizing non-neurotypical workers. Intolerance is still the norm in the workplace, with improved understanding key to success and harmony.

Posted by Hamish Todd on 10/16/17 10:26:00 am in Serious
Mechanics in video games rarely have "action at a distance" - two objects in view affecting one another without somehow colliding. Yet this happens a lot in science - and in educational games!

Posted by Bob Whitaker on 10/16/17 09:34:00 am in Serious
Historian Bob Whitaker talks with Maxime Durand, Ubisoft's resident historian, about Assassin's Creed: Origins. Topics include historical research, Ancient Egypt, and using games for education.

Posted by Max Pears on 10/12/17 09:31:00 am in Serious
I discuss how important it is for you as a developer to find the core of your game. To do this you can use the pillars technique. Originally posted on: http://www.maxpears.com/category/blog/