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February 23, 2017
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Posted by Sande Chen on 02/23/17 11:24:00 am in
Learn what's happening with the IGDA Game Design SIG and join us for our annual roundtable at GDC 2017 on March 3, 2017 at 10 AM, Moscone North Hall, Room 110.

Posted by Tanya Short on 02/22/17 12:47:00 pm in Design, Console/PC, Indie
A designer delves into the relationship between reasoning and behaviour in procedurally generated AI personalities, and makes a few practical suggestions for an improved player experience.

Posted by Pascal Bestebroer on 02/21/17 09:24:00 am in Indie
The first in a series of blogs showing the process behind game development from a 13-year full-time indie developer "veteran". The series covers the basics from keeping dedicated to the work, to planning work load, running the business and more.

A small collection of best practices distilled from the past 4 years of making games with Experiment 7, Impeller Studios, and Autodesk.

Posted by Alexander Freed on 02/21/17 08:52:00 am in Design, Console/PC, Indie, Smartphone/Tablet
Let's go back to basics in a quick discussion on narrative, cutscenes, and viewpoint changes. What are the downsides of the old "Meanwhile..." trick in a video game story, and how do you mitigate them?

Posted by Daniel Cook on 02/21/17 08:31:00 am in Design, Social/Online
In many online multiplayer games, players enter as strangers and remain strangers. We can instead design systems that actively encourage friendship formation. A Project Horseshoe report.





Posted by Wilhem Bates on 02/23/17 02:05:00 pm in Programming, Production, Indie
Hi, itís a me! Again! This is the second part of a little piece I wrote a few weeks ago in which I talk about the procedural elements and the approach we took in Twin Flames. If you havenít read it, I highly recommend that you do before reading this one.

Posted by Gabriel Priske on 02/23/17 12:49:00 pm in Design
Like raising a kid, from the fundamental pieces you put together, a game grows into its own personality. Also like raising a kid, forcing a game to be something it's not, makes it turn out shitty.

Posted by Joe Strout on 02/23/17 12:46:00 pm in Audio, Programming, Console/PC, Indie, Smartphone/Tablet
In this post, we'll see how to generate audio in Unity on the fly, creating sound effects that respond to what's going on in your game and are always unique.

Posted by Gerardo Garcia on 02/23/17 12:45:00 pm in Business/Marketing, Serious
Some people may say that ďyou got luckyĒ when you land a job in the industry. Well, I donít believe in luck, I believe in chances and odds. And there are somethings you can do (or donít do) to increase your odds in order to get the job.†

Posted by Josh Bycer on 02/23/17 12:43:00 pm in Design, Console/PC, Indie
This week's Dissecting Design video covers Braid, and how it combined two very different genres of gameplay.

Posted by Logan Smith on 02/23/17 11:32:00 am in Console/PC
Have you ever wondered why, in some games, you can seemingly knock over tough/heavy/hard objects with ease, but then when you come into contact with something as light as a feather, you get stopped dead in your tracks?