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May 24, 2017
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This week's best longread/standout articles & videos about games include Gnog's quirky gameplay, Second Life bunny tragedy, and Snipperclips' surprising third-party story, among others.

Posted by Jeff Vogel on 05/19/17 09:30:00 am in Design, Console/PC, Indie
If your game has 100000 words, you could have done the same thing more effectively with 50000. If your game has 500000 words, you could have done better with 150000. If your game has over a million words, WHAT ARE YOU DOING!?!?!?

Posted by Sande Chen on 05/17/17 10:19:00 am in Serious
In this article, game designer Sande Chen ponders issues about social impact and the difficulties regarding its implementation and assessment.

Posted by Niklas Gray on 05/17/17 10:18:00 am in Programming
In this post we look at how to build a plugin system based on individual co-operating modules.

Posted by Winifred Phillips on 05/16/17 09:52:00 am in Audio, Console/PC
The 5th of a 5-part series. Video game composer Winifred Phillips shares strategies from her GDC 2017 talk, Homefront to God of War: Using Music to Build Suspense. Part 5: Semi Silence, discussing the power of relative silences to increase game suspense.

Posted by JP Vaughan on 05/23/17 11:08:00 am in Design, Production, Art, Indie
Our lead designer Wytze took some time out to write about how to overcome some challenges with creating new weapons (drill and shotgun) and reworking the old to solidify their playstyle, through playtesting and experimentation.

While greenlight is coming to an end, but we have to admit that it was a great chance and opportunity for lots of developers to not only get a successful indie hit, but also to learn a lot about the art of "showing" a title.

Posted by Josh Bycer on 05/22/17 05:26:00 pm in Design, Console/PC, Indie
Today's post explores how power curves are an effective form of progression and motivation for players.

Posted by Nick Sepi on 05/22/17 05:25:00 pm in Business/Marketing, Design, Indie, Smartphone/Tablet
Did HBO's Silicon Valley create a paradigm for successful mobile games when they created "Not Hotdog", the app that determines if a photo contains a hotdog, for one of it's episodes?

Posted by Michael Heron on 05/22/17 05:22:00 pm in Business/Marketing, Design, Serious
This is a discussion of the ways in which games, both video and tabletop, are resistant to the analytical techniques of criticism from other, more passive disciplines.

Posted by Ariel Marcelo Madril on 05/22/17 09:19:00 am in Design, Programming, VR
A short view on how we implemented our networking solution using the tools available from UNET while maintaining a rather transparent architecture for designers to work with network components.