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April 21, 2018
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Category: Design

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Posted by Paul White on 04/20/18 09:20:00 am in Design
A five-year retrospective on lessons learned from inside the history of VR locomotion by industry pioneers at Cloudhead Games.

Posted by John Harris on 04/18/18 04:18:00 pm in Design
An excerpt from '21 Unexpected Games to Love For The Atari VCS,' Atari Video Cube doesn't actually work like a real Rubik's Cube. It's a lot more accessible! It's a laid-back kind of puzzle game that Atari originally sold by mail order.

Posted by Josh Bycer on 04/20/18 09:16:00 am in Design
Super Mario Odyssey may have taken the level design of Mario in a different direction, but there was one stage that rose above the rest and is worthy of being studied more closely.

Posted by Orchidee Stachelig on 04/19/18 03:26:00 pm in Design
Eastern Europe: talented devs, lack of original ideas. Why? A possible explanation follows.

Posted by Gregory Pellechi on 04/19/18 09:44:00 am in Design
Games as power fantasies result in success after success for player character. For the story that makes them boring because the characters never encounter failure and have to change track. A Try/Fail cycle is vital to interesting storytelling in games.

Posted by Marc Marfa Mora on 04/18/18 04:19:00 pm in Design
For more than two years we, Little Miracles Games, have been working on Rest in Jelly. Before its launch, we want to share Four Little Noble Truths learned through this emotional journey.