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Posted by Taekwan Kim on 05/04/16 01:40:00 pm in Design
Consequence in games doesn't always have to be about permanent failures.

Posted by Stephen McArthur on 05/04/16 01:40:00 pm in
Due to a quirk in trademark law, a successful Kickstarter campaign provides you zero protection over the title of your game. There is only one way to protect a game title while crowdfunding during development.

Posted by Winifred Phillips on 05/03/16 02:06:00 pm in Audio
This article shares music production tips from the GDC 2016 talks of Laura Karpman and Garry Taylor. I've also shared practical examples from my experience composing for live orchestra for the Ultimate Trailers album (including listening samples).

Posted by David Mullich on 05/02/16 08:44:00 pm in Production
The internet has made all kinds of content available for anyone in the world to access.  However, that doesn’t mean that it is free to take and use for your own purposes. Here's a primer on intellectual property protection for game developers.

Posted by Mike Rose on 05/02/16 08:44:00 pm in Business/Marketing, Indie, VR
tinyBuild recently announced and showcased our first VR game at PAX. Here's how showing Stage Presence to thousands of PAX goers went.

Posted by Lewis Pulsipher on 04/29/16 03:16:00 pm in Design, Console/PC
Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.





Posted by Andreea Vaduva on 05/04/16 01:40:00 pm in Production, Indie
This is a how-to story on the brainstorming process we used, at Sand Sailor Studio, for introducing a new character in the game we are currently developing: Black The Fall.

Posted by Mat Kemp on 05/04/16 01:40:00 pm in Business/Marketing, Console/PC, Serious, Social/Online
Mat Kemp, Product Manager for Old School RuneScape, examines how Jagex took a version of RuneScape from 10 years ago and made it relevant for todays’ gamers, and why other MMO companies should look to offer vanilla services for their veteran communities.

Posted by Albert Palka on 05/04/16 01:40:00 pm in Business/Marketing, Serious, Indie
Two weeks ago I released the biggest YouTubers' contacts list on the Internet; over 1400 accounts with e-mails and social media. Today, I'm going to show you how to build one on your own!

Posted by Wes Platt on 05/04/16 01:40:00 pm in Design, Console/PC, Indie
Knee Deep celebrates Star Wars with a few narrative Easter eggs.

Posted by Robin-Yann Storm on 05/03/16 02:06:00 pm in Design, Production
When level designers talk about Hammer, usually the reaction they get is: "But it's ancient! Nobody should use BSP/CSG these days!", which is not always the intention. Hammer has great basic geometry building UX, and other editors could learn from this.

Posted by Ron Newcomb on 05/03/16 02:06:00 pm in Programming
Demystify AI by viewing it as an extension of existing subsystems.