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Category: Design

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Posted by Lewis Pulsipher on 04/29/16 03:16:00 pm in Design
Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.

Posted by Levi Smith on 04/29/16 03:16:00 pm in Design
Developer's thoughts on developing Shape Quest for the Ludum Dare 35 game development competition.

Posted by Jeroen Wimmers on 04/29/16 01:42:00 pm in Design
This year I showcased my game Circles at the Indie Minibooth at PAX East. It was my first time showcasing at such a major convention, so here I share some things that I learned and some I wish I knew beforehand.

Posted by David Friesen on 04/29/16 01:42:00 pm in Design
An applied semiotic analysis of an aspect of the UX and game design of Dishonored (Arkane Studios, 2012).

Posted by Jonathan Boutin on 04/29/16 01:42:00 pm in Design
This is a postmortem for a game I was developing in class with classmates called Titan Maria. This game is an open world exploration game set on Jupiter's moon, Titan. In this game you will discover many anomalies and interesting creatures.

Posted by Filip Wiltgren on 04/28/16 10:31:00 am in Design
Melodrama makes any serious writer cringe - but it's perfect for games as it combines high emotional impact with brevity by using cultural tag markers.