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April 27, 2015
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Posted by Randy OConnor on 04/23/15 06:17:00 pm in Design, Art
What lasts? Will our games last? Do the connections we make in life last? What do we seek in our creative pursuits?

Posted by Kris Graft on 04/23/15 04:33:00 pm in
You've been thinking a lot about narrative in games, so you talked to a game for a bit.

Posted by Robert Fearon on 04/21/15 03:55:00 pm in Business/Marketing, Production, Console/PC, Indie
On the differences between how people perceive game development and the costs and realities, via a recent article on Double Fine.

Posted by Brandon Sheffield on 04/20/15 01:52:00 pm in Design, Production, Indie
What is this "balance" thing you people keep going on about!?

Posted by Neils Clark on 04/20/15 01:22:00 pm in Design
What flow theory is, where it's problematic.

Posted by Kyle Pittman on 04/20/15 01:22:00 pm in Programming, Art, Indie
One indie developer discusses his research and approach to understanding and simulating a CRT television screen.

Posted by Lewis Pulsipher on 04/20/15 01:22:00 pm in Design
The big difference in game design is between games with human opposition, and games without two or more players versus one player. I briefly discuss the difference between games, puzzles, and "contests".

I wanted to use the idea of gradually advancing, uh, harbingers for virtual reality, now that I've tried four or five VR systems with games, movies, and apps. Which will win - and which needs to?

Posted by Christian Nutt on 04/17/15 07:48:00 pm in Design, Art, Console/PC
On Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters.

Posted by Raph Koster on 04/17/15 02:06:00 pm in Design, Console/PC, Social/Online
Star Wars Galaxies has been controversial for years thanks to a series of design decisions made both before and after launch. Among these was how Jedis were handled. Here's the design postmortem!