Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 24, 2017
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Posted by Motoi Okamoto on 01/23/17 09:44:00 am in Business/Marketing, Social/Online, Smartphone/Tablet
Last year, I wrote the articles about the nature of the Japanese mobile game market and so now I briefly summarized the last year's trends and this year's forecast in the industry.

Posted by Joseph Kim on 01/23/17 09:42:00 am in Design, Programming, Production, Indie, Smartphone/Tablet
Mobile game pre-production teams often focus on the wrong activities. Discussion about how to use a key risks based approach to pre-production.

The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Werewolves Within, Obamacare & indies, and lots more.

Posted by Kuba Stokalski on 01/19/17 10:46:00 am in Design, Console/PC, Serious, Indie
How do you design emotionally meaningful decisions? This post aims to explore a dissonance in player motivation that can be leveraged to imbue decisions with emotional heft.

Posted by Stanislav Costiuc on 01/19/17 09:48:00 am in Design, Console/PC, Serious
I'm not a fan of MOBA games, but became a fan of Awesomenauts. Does this mean the game acted as an entry point to the genre, or is it just a matter of liking or not particular games?

Posted by Thomas Bidaux on 01/18/17 02:11:00 pm in Business/Marketing, Console/PC
A look into the coverage of the Nintendo Switch event.

Posted by Harri Jokinen on 01/23/17 09:45:00 am in Design, Programming, Production, Art, Console/PC, Indie
My recollections of the project, which took us over two years two make, and was also our first commercial game.

Posted by Alex Petlenko on 01/23/17 09:44:00 am in Business/Marketing, Indie, Smartphone/Tablet
My first post mortem for my game - George: Scared Of The Dark.

Posted by David Canela on 01/23/17 09:43:00 am in Design, Console/PC
A brief, case-study based observation on how designers can work around limitations and weaknesses of input and output hardware by making smart choices about their game's fictional world.

Posted by Rohan Wadsworth on 01/23/17 09:43:00 am in Production, Indie, Smartphone/Tablet
My personal experiences of the good, the bad and the ugly of working on a game both on my own and with a friend.

Posted by Dominik Gotojuch on 01/23/17 09:43:00 am in Business/Marketing, Indie, Smartphone/Tablet
What happens when your game earns its own ad-ridden malware clone? We explore the issue on the basis of Robot Gentleman's recent experience with a clone of 60 Seconds!.