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November 24, 2015
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November 24, 2015
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Posted by Ben Johnson on 11/23/15 07:41:00 pm in Design, Programming, Indie
I worked with Brookhaven National Laboratory and the New York Historical Society to recreate one of the first videogames ever made: 1958's Tennis For Two. Here's what I learned by recreating a game designed half a century ago.

Posted by Shaun Leach on 11/23/15 07:41:00 pm in Business/Marketing, Programming, Serious
Part 2 of owning your hiring process. This week I talk about what my process is. What's yours?

Posted by Shane Neville on 11/20/15 02:00:00 pm in Design, Programming, Console/PC, Indie
Sometimes random loot is too random. A look into the process of adding logic to the loot drop system in Bunker Punks and how it plays to the core gameplay experience.

Posted by Junxue Li on 11/20/15 02:00:00 pm in Design, Art, Social/Online, Smartphone/Tablet
This article is a review of the map art of a successful Match-3 game: Block Star Party, from the angle of an art producer. And if you're preparing maps for your game, hope this article may give you a bit of light.

Posted by Christian Nutt on 11/20/15 01:43:00 pm in Design, Console/PC
What the heck is Yo-Kai Watch and how does the game actually work? What are its strengths? Christian Nutt dives in.

Posted by Sande Chen on 11/18/15 01:54:00 pm in Design, Art, Indie, Social/Online, VR
In this video, game writer Sande Chen goes on a brief journey on the history of storytelling.

Learn a couple of things on how to improve your ad revenue.

Posted by Stas Korotaev on 11/23/15 07:41:00 pm in Programming, Indie
Game Jam is an awesome opportunity to improve your skills and even more. Here I wanted to show some of the reasons to participate in a game jam yourself.

Posted by Sebastian Uribe on 11/23/15 07:41:00 pm in Audio, Business/Marketing, Production, Indie
A short list of tips for making it easier to find the right freelancer for your game audio.

Participating in an electronic music festival led to some insights that can improve our composition and sound design for any kind of game audio.

Posted by Christiaan Moleman on 11/23/15 07:41:00 pm in Design, Programming, Art, Indie
Why studios should encourage instead of restrict employees doing hobby projects on their own time.

Posted by Jan Ivanecky on 11/23/15 07:41:00 pm in Design, Production, Indie, Smartphone/Tablet
If your game's core mechanics are boring, your game is boring and no features can help it. Read how we learned this lesson the hard way.