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June 26, 2016
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June 26, 2016
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Posted by Kris Graft on 06/24/16 06:07:00 pm in
I just want to make sure you know why you felt barfy after playing virtual reality games at E3.

Posted by Mathieu Lachance on 06/23/16 10:16:00 am in Production
Project planning is one of the most crucial and difficult steps of a videogame development project. In this Part 2, we’ll look into the main internal factor technique we use: the “Puzzle technique”.

Posted by Richard Hill-Whittall on 06/22/16 10:24:00 am in Production, Indie
Best Buds vs. Bad Guys - about a game I created with my son Lucas, who was 11-years old when we began (he is now 12, fast approaching 13!).

Posted by Isaac Ashdown on 06/22/16 10:21:00 am in Design, Programming, Console/PC, Indie
All Walls Must Fall, the first commercial project from inbetweengames, takes place in the procedurally generated nightclubs of a divided Berlin. In this post, programmer Isaac Ashdown outlines the algorithm used to generate these clubs in Unreal Engine 4.

Posted by Thomas Bidaux on 06/21/16 10:58:00 am in Business/Marketing, Console/PC, Indie, VR
E3 is now over, the weekend has passed, the attendees have flown back to their homes, and it is time for me to go over the media coverage of the events, as is now traditional.

Posted by Alex Nichiporchik on 06/20/16 05:26:00 pm in Business/Marketing
G2A Sold $450k worth of SpeedRunners, Party Hard, and Punch Club.

Posted by Konstantinos Dimopoulos on 06/24/16 10:50:00 am in Design, Art, Console/PC
You do not have to model a complete functioning city to have a believable urban environment for your game. All you have to do is simply imply the appropriate size and complexity.

Posted by Mark Venturelli on 06/24/16 10:49:00 am in Design
Making a case for removing difficulty settings from your design - or at least using them better!

Posted by Aurélien Beuzard on 06/24/16 10:49:00 am in Design, Art
Very specific themes in Spec Ops: The Line

The free-to-play MMO, Skyforge, has been out for nearly a full year. Red Fox Insights latest research questions how devs, like those behind Skyforge, find success in F2P conversion.

Posted by Luis Diaz on 06/24/16 10:48:00 am in Design, Console/PC, Indie, VR
We're a small team working on a narrative game set in an open world. After lots of debates and planning we have decided to work along a group of fifteen experienced writers. Learn about how we are facing this challenge and the reasons for it.

Posted by Lex Decrauw on 06/24/16 10:22:00 am in Business/Marketing, Production, Console/PC, Indie
Tips and guidelines for (indie) studios who want to release their game on Steam Early Access. The article consists of experiences RageSquid had when we had our game Action Henk on Steam Early Access.