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July 22, 2014
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Posted by Jas Purewal on 07/21/14 07:16:00 pm in Business/Marketing
Interactive entertainment lawyer Jas Purewal explains the latest moves in the European Union to regulate free to play games and what it does and doesn't mean for Apple, Google and the games industry.

A simple "rule of thumb" for quick "smell-test" risk assessment of crowdfunded game projects.

Posted by Phil Elliott on 07/21/14 12:02:00 pm in Business/Marketing, Indie
Crowdfunding is a fantastic opportunity to introduce such a wide range of games to a wide range of gaming tastes. So is there a way that more confidence can be built into that relationship?

Some personal thoughts on good game ideas and things to avoid when choosing a new game project as an indie game developer.

What is the major difference between testing an application or a software system compared to testing a game?

Posted by E McNeill on 07/21/14 01:29:00 am in Design, Console/PC
I hate grinding. I’m fundamentally opposed to it, and I’ve always made an effort to keep it out of all my games. And yet, somehow I had made a game in which you repeat the same task over and over again.





Posted by Bryan Cashman on 07/22/14 04:41:00 am in Business/Marketing, Console/PC
amiibo seems like a great way to extend the company's brands to the youth market, but CONSULGAMER sees a number of threats to the product line that could make amiibo another costly disaster for Nintendo.

Posted by Ryan Leonski on 07/22/14 02:16:00 am in Business/Marketing, Indie, Smartphone/Tablet
We just released our first game on mobile. Here's how we did our first week.

MOBAs have been rising in popularity over recent years and today's post examines it's growth and things to consider if you are thinking of working on one in the near future.

Posted by Ben Jones on 07/21/14 05:56:00 pm in Design, Console/PC
One weird trick for not infuriating your players.

Posted by Kevin Harwood on 07/21/14 05:08:00 pm in Business/Marketing
Video Game Whales have been discussed frequently but with little insight to the financial nature of the “beast”. A whale is a user who is spending a significant higher amount on your game through microtransactions (MTX).

Posted by Kenneth Arcieri on 07/21/14 10:17:00 am in Programming, Console/PC, Indie
Procedural shaders don't share the same luxuries as texture maps when it comes to antialiasing. In this post I explain how I implemented a antialiasing method called "frequency clamping" to remove undesired artifacts from my materials.