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September 17, 2014
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September 17, 2014
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Microsoft’s acquisition of Mojang is about the future, not short term economics

I was having a conversation with a friend the other day and reminded about my time in the game industry when I wondered, really wondered, why on Earth I ended up making games for a living. This is my attempt at figuring that out.

Posted by Andrzej Marczewski on 09/15/14 08:51:00 am in Design, Serious, Social/Online
At its heart, is gamification Pervasive User Centric Design? Is it the cross over between real and virtual worlds?

Posted by Chris Hildenbrand on 09/13/14 11:04:00 am in Art, Indie
Another quick tutorial while I am still reworking the space tutorial. This one is another request - how to create rocks, that don't look like clouds.

Posted by Christian Nutt on 09/12/14 03:57:00 pm in Business/Marketing, Console/PC
I wrote that giant history, but here's my personal take.

Posted by Junxue Li on 09/12/14 02:31:00 am in Design, Production, Art, Social/Online, Smartphone/Tablet
This series of posts are about shooting good pictures for 2D game art production. This post is Part 2.

Posted by Erik L'Abbe on 09/16/14 05:23:00 pm in Business/Marketing, Design, Art, Smartphone/Tablet
Wes Tam, creative director, answers questions about the development of Uncanny X-Men: Days of Future Past related to art style, scope, challenges and the high expectations of X-Men fans.

Posted by Nathaniel Green on 09/16/14 01:34:00 pm in Business/Marketing, Indie
Examining what the bizdev side of TOO DX got up to around PAX and SIX, and how important it is to go places and meet people.

Posted by Philip Yao on 09/16/14 01:00:00 pm in Production
Project Island is a survival RTS built at the Guildhall@SMU. This postmortem represents the what went well, what went wrong, and the lessons learned during the game's development.

Posted by Jonathan Sparks on 09/16/14 09:51:00 am in Business/Marketing, Design, Art, Serious, Indie
Trademark basics, and how Disney sues solo-artist DJ DeadMau5 for his alleged trademark infringement of the Mickey Mouse image.

A collection of interview excerpts with Japanese developers who worked on the PC Engine.

Posted by Alex Nichiporchik on 09/16/14 07:07:00 am in Design, Console/PC
Let's take a look at Destiny and how we could fix it