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January 18, 2019
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Category: Design


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Posted by Jakub Stokalski on 12/13/18 03:55:00 pm in Design
This post outlines an approach to game design that focuses on human values underpinning gameplay, and how to use them to craft meaningful conflict, fostering emergent storytelling.

Posted by Kenneth Liu on 12/13/18 11:24:00 am in Design
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Anatoly Shestov on 12/12/18 10:05:00 am in Design
An in-depth review of making user stories as one of the main game developer tools.

Posted by Pascal Luban on 12/11/18 10:05:00 am in Design
Increasing number of games include progression trees in their core gameplay experience. The question is how to compute the values associated with each threshold. There exist three techniques. Let’s review them and assess their pros and cons.

Posted by Tommy Thompson on 12/10/18 09:44:00 am in Design
In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.

Posted by Timothy Ryan on 12/10/18 09:43:00 am in Design
How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.

Posted by Simon Carless on 12/09/18 03:33:00 pm in Design
This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.

Posted by Kenneth Liu on 12/06/18 09:53:00 am in Design
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Terry Cavanagh on 12/05/18 09:25:00 am in Design
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.

Posted by Tommy Thompson on 12/03/18 10:16:00 am in Design
How Massive diversified enemy encounters with five factions and 36 unique enemy character types.