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January 24, 2019
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Posted by Stanislav Costiuc on 01/23/19 09:49:00 am in Design, Social/Online, Smartphone/Tablet
Pokemon Go tried to take over the world by storm, but it didn't quite make it. Let's take a look at why.

Posted by Simon Carless on 01/20/19 10:27:00 pm in
This week's highlights include a look at NASA's new commissions in the video game space, the crunch-free development of Slime Rancher, and a very offkilter procedurally generated dating game, among other things.

Posted by Jason Bakker on 01/17/19 09:58:00 am in Design, Indie
Having played Return of the Obra Dinn recently, I was inspired to write about historical settings, exploring themes, co-linear storytelling, and ships - all within the context of the Obra Dinn.

Why and How to create Hi-fidelity game UX prototypes that rival finished game's feel to gather qualitative user data or pitch a new idea, way early in pre-production.

Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Stanislav Costiuc on 01/16/19 09:03:00 am in Design, Indie, Smartphone/Tablet
Let's take a look at what makes Threes! such a good little puzzle game.

Each new platform helps expand the audience and engage new passionate gamers for your title. The well-chosen platform in combination with an accurate and timely porting can turn into a key to success for your game in the long-term perspective.

Compliance deadline for CVAA accessibility legislation was Jan 1. This post details what it means for you.

Posted by Michael Heron on 01/23/19 09:49:00 am in Business/Marketing, Design, Serious
This post discusses jargon in game rhetoric - how it creates inaccessibility even as it underlines membership in a community. Some thoughts are presented on the use of mindful jargon in our discourses with other people.

Posted by Karina Lomeli on 01/23/19 09:48:00 am in Audio, Design, Programming, Indie
The creative and technical challenges of designing videogame music are sometimes hard to discuss with people outside the core developer's team. Here is our process -and some tips- for communicating effectively with external artists.

Posted by Alice Malik on 01/23/19 09:48:00 am in Design, Art
The analysis of Death Stranding's teaser. Details you might have missed.

Posted by Josh Bycer on 01/22/19 09:47:00 am in Design, Console/PC, Indie
For this post, I share my thoughts on what it means to study game design, and provide some tips for developers looking to breakdown games for inspiration.