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November 26, 2014
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November 26, 2014
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Posted by Christian Nutt on 11/25/14 07:04:00 pm in Business/Marketing, Console/PC
How are the Amiibo figurines? How is the Smash Bros. gameplay using them? And more importantly -- where does Nintendo go from here?

Posted by Samuel Rantaeskola on 11/25/14 01:24:00 pm in Production, Console/PC
Creating a hit game is a huge challenge, but following up on a hit with another hit is as difficult. How do you go about creating repeatable success?

Posted by ron carmel on 11/24/14 03:52:00 pm in Design, Indie, Social/Online, Smartphone/Tablet
One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.

Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture

Posted by Katie Chironis on 11/24/14 03:52:00 pm in Production, Indie
It's no secret that motivation to finish is the thing which kills nearly every indie game project. But it doesn't have to be that way. Here are some helpful tips on keeping your team together, productive, and moving forward.

Posted by Matt Matthews on 11/21/14 02:24:00 pm in Business/Marketing, Console/PC
You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero.





Posted by Koen Deetman on 11/26/14 02:19:00 pm in Business/Marketing, Production, Indie
New year resolutions are great, but how often do we turn them into a reality? Did I really pursue some of them, or have I been too lazy chasing my dreams? A year ago I wrote down 6 new years resolutions and let's see how much of them became a reality!

Posted by Bryan Fisher on 11/26/14 02:19:00 pm in Business/Marketing, Indie
My local library is one of the greatest tools for leveling up all my IndieDev skills. Here are 5 ways I use it.

This blog explores the process of incorporating a new team member into a Scrum team through Group Socialization theory and Agile development methodologies.

Posted by Patrick Yip on 11/26/14 02:19:00 pm in Business/Marketing, Smartphone/Tablet
Localizing a mobile game isn’t rocket science, but you need to know what you’re doing. In this post, we’ll share six key insights about game localization in China.

Posted by Andreas Ahlborn on 11/26/14 02:19:00 pm in Design, Console/PC
How I learned to stop worrying and love the Metagame in Bungies 500M$-Shlooter.

Posted by Alex Rose on 11/26/14 02:19:00 pm in Design, Production, Console/PC, Indie
An overview of the creation of Migi Osu, a game made for Indies Vs PewDiePie in one weekend at Insomnia53 festival by a group of exhibitors.