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October 13, 2015
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October 13, 2015
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Third in a series (after "Whales Do Not Swim in the Desert" and "Secrets of F2P: Threat Generation"). Ramin Shokrizade goes into detail as to what works and what does not in the mobile F2P environment, using the tower defense genre as the focus.

Posted by Aidan Minter on 10/12/15 01:50:00 pm in Business/Marketing, Production
BUGHUNT - Essential Tips For Product Survival. This blogpost looks at the essential 'to do' list before product launch. Avoiding the pitfalls of a untested product and ways in which you can hone the player experience.

Posted by Shaun Leach on 10/12/15 01:50:00 pm in Serious
Good communication is incredibly critical in a work environment. However speaking from experience we don't always have the necessary skills or tools, especially when things get tense. Check out my first book suggestion and up your communication game today

Posted by Kris Graft on 10/12/15 01:44:00 pm in Design, Indie
The Beginner's Guide is an intensely honest game that has left my mind spinning since finishing it weeks ago.

Posted by Deanna Van Buren on 10/12/15 09:25:00 am in Art, Console/PC, Indie
The architect from The Witness shares leanings from their collaborative process, things to consider in order to design digital environments with gravitas and what to know when hiring an architect.

Posted by Michail Katkoff on 10/09/15 12:58:00 pm in Design, Production
Crucial steps to being a successful game studio. From valuing software over presentations and showing respect for your player base, these are seven important elements teams both large and small should keep in mind.

Posted by Jen Helms on 10/12/15 03:03:00 pm in Design, Serious
Many educational games are missing out on the deep learning potential possible by truly immersing players in the subject they aspire to teach. This post includes four key questions that can be used as a guide to designing great educational games.

Posted by Dan Felder on 10/12/15 02:54:00 pm in Design, Production, Serious
What makes a broken game? How do you make a balanced one quickly and efficiently?

Posted by Tom Smith on 10/12/15 01:50:00 pm in Design, Indie, Smartphone/Tablet
Game design dissection of the tutorial methods used in Rebuild 2.

Posted by Brian Applegate on 10/12/15 01:50:00 pm in Production
Sprint planning is critical to achieving milestone goals. Planning sets the team member expectations, which allows the team to focus and keep moving forward.

Posted by Brian Jamison on 10/12/15 01:50:00 pm in Business/Marketing, Indie
Having heard too many horror stories about Kickstarter reward costs running wildly over budget, I set out to create a planning tool to help us project all of the reward costs in our campaign. After a lot of trial and error, I present the Kickulatron!

Posted by Raghav Mathur on 10/12/15 01:50:00 pm in Business/Marketing, Production, Indie
I'm the marketing lead at Black Shell Games. I've had the pleasure of working on several games and I've definitely learned a lot. Here are the three most important lessons I learned that I think everyone should keep in mind when diving into development.