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April 16, 2014
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Posted by Kert Gartner on 04/15/14 11:54:00 am in Business/Marketing, Console/PC, Indie
Every two months I'm rounding up some of the best indie game trailers and discussing what I think makes them good or bad, and effective or ineffective in marketing their respective game.

Star Trux is recently release iOS game. Two of the 3 people on the team started in the video game business over 30 years ago. This article asks questions from the team about how they made Star Trux and welcomes the community to ask their own questions.

Posted by Jane Jensen on 04/14/14 10:43:00 pm in Design, Console/PC, Indie
What makes a male lead character 'hot' to women players, and why would you, as a game designer, want to go there? Includes a mini analysis of some of the male characters in my games.

School of Dragons is an epic 3D MMORPG based on the DreamWorks Animation “How to Train Your Dragon” franchise. This article gives you an inside look into the game’s development process, so read on for more details.

Posted by Samuel Rantaeskola on 04/14/14 10:56:00 am in Production, Console/PC, Serious, Social/Online
A large backlog is a problem. A fat backlog will impede innovation and cause a frustration. Is our ability to generate ideas paradoxically one of the biggest impediments for new ideas?

Posted by Greg Costikyan on 04/13/14 02:21:00 am in Design
The Gladiator posits that games can be a subversive tool to undermine authoritarian societies.





Posted by Nico Saraintaris on 04/16/14 11:19:00 am in Design, Production, Indie, Smartphone/Tablet
Diego Cathalifaud is a really interesting gamedev from Santiago, Chile. In this Q&A he talks about roguelikes, game design, favourite devs and yelling!

Posted by Dee Pennyway on 04/16/14 11:15:00 am in Business/Marketing, Production, Console/PC
Imagine the scenario: a massive repository of bug fixes and new features, a hungry community waiting for a patch, and limited time and resources for thorough testing. How do you make sure the patch is stable before releasing it?

Tracy Fullerton attends RIT's Digital Humanities Distinguished Speaker Series and reflects on her experiences using atypical narrative to drive games towards a sense of "sublime."

This article analyzes the virtual reality controller patent landscape by identifying patenting trends in the area, key patent holders in the area, and potential risks faced by new companies entering the virtual reality gaming space.

Posted by Joshua McGrath on 04/15/14 01:31:00 pm in Audio, Design, Production, Art, Console/PC
Differentiating a demo from a full game. Our reach exceeds our grasp. Part Three of the subjective post-mortem of Cube & Star: An Arbitrary Love. Developed in Unity, by a single man. Winner of Intel LevelUp and IndieCade finalist

Posted by Harry Mack on 04/15/14 01:26:00 pm in Audio, Indie
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on Asian music.