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February 22, 2019
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February 22, 2019
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Category: Design




Posted by Andrii Honcharuk on 02/21/19 09:56:00 am in Design
Popularity of UX(not UI/UX) in game industry affecting game designers way of thinking, more and more of them tries to apply popular UX practicies from around the web, no research, no analytics, no psychology. This leads to unforseen negative results!

Posted by Josh Bycer on 02/21/19 09:26:00 am in Design
Asymmetrical game design can lead to some of the most unique experiences around, but it's also a never-ending challenge for designers to get even part of the way to being balanced.

Posted by Janessa Olson on 02/19/19 05:27:00 pm in Design
User testing is putting a product in front of a human (ideally someone who would be a potential user of the product) and watching them interact with it. By the end of this article, you'll know how to get out there and quickly test products of your own.

Posted by Caleb Compton on 02/19/19 09:44:00 am in Design
If you have ever played a competitive game, you are probably familiar with tiers. They seem to be everywhere, and can shape the competitive landscape of a game. But have you ever wondered why tiers even exist in the first place? Today, we find out why!

Posted by John Kane on 02/19/19 09:24:00 am in Design
Almost 80% of players use subtitles in games. But game subtitles are often sub-par: too small, hard to read, or otherwise unusable. I decided to see what it takes to make subtitles that don’t suck.

Posted by Antoine SARRAZIN on 02/18/19 02:21:00 pm in Design
I'v recently ended my studies with one last student game experience : Illtide. The production was a nightmare. So instead of keeping this story for myself, let me tell you how not to make a game, and what I've learned from it.