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August 27, 2014
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August 27, 2014
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Posted by John Krajewski on 08/27/14 05:31:00 pm in Design, Production, Art
Half-way through development a game came out with the same name as ours; dealing with this hassle ended up making the game identity much stronger.

Posted by Robert Fearon on 08/27/14 01:26:00 pm in Console/PC, Serious, Indie
The future of videogames is not in the hands of the mob that shouts the loudest. A look at the past, present and future of videogames and a theory on why we're maybe where we are right now.

Posted by Eric Zimmerman on 08/26/14 11:34:00 pm in Design
A series about what and how I teach. In this lesson: understanding the uses and limits of framing games by their rules, plus an exercise on the rules of Pac-Man and a mini-essay on games and formalism.

Can I just buy my games please?

The Amazon/Twitch deal has now taken games acquisitions to $9.2B for 2014 (so far)

Posted by E McNeill on 08/25/14 07:29:00 pm in Design, Console/PC, Indie
A dev journal of how a terrible tutorial was made not-so-terrible.





Posted by Vladimir Ignjatijevic on 08/27/14 06:50:00 pm in Programming, Indie
A short story how I've got this idea and how I've made another clone of Flappy Bird for the Android platform in only 16 hours (coding tips and tricks included).

Posted by Alex Rose on 08/27/14 06:39:00 pm in Design, Programming, Console/PC
A discussion of Rude Bear RPG, which was made in one weekend at Insomnia52 Gaming Festival for Ludum Dare 30.

Posted by james koenig on 08/27/14 03:01:00 pm in Production
"DELTA 9" level design progress

Posted by Sean Perryman on 08/27/14 01:09:00 pm in Design, Serious
Some people find crying to be a good release; I personally view it as a loss of control I am uncomfortable with. I dislike not being in control of my emotions, and I feel that is what producers are trying to do with their tear-jerking content.

Posted by Carlos Contreras Peinado on 08/27/14 06:24:00 am in Business/Marketing, Design, Console/PC
Some improvements to the great game: Kingdom Rush Frontiers

The subscription model of MMOs that popularized the last decade has changed thanks to the rise in popularity of F2P design and today means something else for designers to consider.