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September 3, 2015
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September 3, 2015
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Category: Design


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Posted by Mike Stout on 09/02/15 01:17:00 pm in Design
Best practices for letting the player know what questions your enemies are asking.

Posted by Keith Burgun on 09/02/15 01:17:00 pm in Design
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.

Posted by Paul Kilduff-Taylor on 09/02/15 01:17:00 pm in Design
I discuss some thoughts on music and what game design might be able to learn from it.

Posted by Jobye Karmaker on 09/01/15 01:35:00 pm in Design
Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing!

Posted by Aidan Minter on 09/01/15 01:35:00 pm in Design
Product Positioning is one of the most important aspects of games marketing to a prospective audience, here this blog post looks at the importance of positioning in a busy marketplace and defining your products feature strengths against competitors.

Posted by Alex Fleetwood on 09/01/15 01:35:00 pm in Design
It's increasingly important to create games that stand out with original mechanics and features. Designer and studio director Alex Fleetwood describes "This We Believe" - a design tool that he's used for the last five years to do just that.