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June 29, 2017
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Posted by Max Pears on 06/27/17 12:40:00 pm in Design, Console/PC, Serious, Indie, Smartphone/Tablet
I talk about how it is better to invest in the depth of a mechanic over having 100s of mechanics. Showing how it is important to give players a chance to learn and grow with the mechanic. Enjoy

In the GDC 2017 audio track, several divergent systems for interactive music implementation were presented. Video game composer Winifred Phillips explores some of these systems, while also sharing interactive music case studies from her own projects.

Posted by Ariel Gross on 06/26/17 01:24:00 pm in Audio, Design, Art
How can you better prepare yourself for the marathon of getting hired in this industry? While aimed at game audio, this article includes practical techniques and tips that apply to any creative field.

Posted by Niklas Gray on 06/26/17 11:24:00 am in Programming
In this blog post I argue for using 0 as the default and "nil" value in multiple parts of the code.

Posted by Mike Acton on 06/26/17 10:57:00 am in Business/Marketing
Here's an introductory checklist of some questions to get you started on getting the answers that will actually help you get the information you need to do your job well

Video games: let's mix the creative risks of mass media projects with technology that's work-in-progress alongside the game's production! What could go wrong? And why being indie and having freedom comes with a cost.





Posted by Peter de Jong on 06/28/17 10:48:00 am in Programming, Production, Indie
Our code intern Wouter has his head in the clouds, but with good reason. He has been thinking through the systems that will be needed to store Antegods player data in the cloud so that all their progress is tracked and available online.

Posted by Nikhil Murthy on 06/28/17 10:48:00 am in Design
An interactive article showing how different kinds of pull algorithms work.

Posted by Kevin Chan on 06/28/17 10:47:00 am in Design, Production, Console/PC, Indie, Smartphone/Tablet
If there is a single “holy grail” for game developers, it would have to be the desire to create something genuinely new. When creating Ticket to Earth, we were able to find originality by mixing up styles and genres that don’t intuitively fit together.

Posted by Andrew Heikkila on 06/28/17 10:47:00 am in Design, Production, Console/PC, Social/Online, VR
In part 2, we’ll focus more on how that balance can be achieved by looking at what works and doesn’t work in games beyond MOBAs, specifically Rocket League, FPS titles like Halo, and fighting games like Street Fighter.

Posted by Irina Zamogilnaya on 06/28/17 10:47:00 am in Programming, Console/PC
Unreal Engine continues to develop as new code is added and previously written code is changed. What is the inevitable consequence of ongoing development in a project? If you care about code quality, this article is for you.

The Game Industry has its share of amazing successes, but it's important to talk about the other side of the coin and how risky game development is.