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April 22, 2019
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Category: Design


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Posted by Kenneth Liu on 04/22/19 09:50:00 am in Design
Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Pascal Luban on 04/22/19 09:42:00 am in Design
The “game” Florence has received the 2019 BAFTA best mobile game award, but this title can barely qualify as a game. Nevertheless, the BAFTA jury has not gone mad; it has rewarded a title that illustrates a significant trend in game design.

Posted by Simon Carless on 04/21/19 10:18:00 pm in Design
This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.





Posted by Thasorn Chalongvorachai on 04/22/19 09:56:00 am in Design
This blog post will introduce and explained 3 Biggest Trap in Online Game. These may sound common, but a lot of game studio fell for it. Let's make sure we understand them and find a good way to overcome those problems.

Posted by Bryan Cheah on 04/22/19 09:51:00 am in Design
What can Hardcore Mode in Resident Evil 2 offer beyond tougher enemies and scarcer bullets? A look at how content-based difficulty rewards survival horror fans.

Posted by Tony Hua on 04/21/19 11:04:00 pm in Design
Roughly 3 years in the making, Skirmish Line was a first project, indie "success" story. Here's what I've learned making my first game, and how new and old indies can get some pointers for their own projects.