Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
October 7, 2015
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

This question is often asked at the beginning of a new game project, and the decision has profound effects on its whole life cycle and possibly even on its follow up projects. Here’s how and why we have chosen to answer this question over the last decade.

Posted by Adam Saltsman on 10/07/15 12:16:00 pm in Indie
It seems like half the indie devs I know are having babies for the first time either basically right now or in the very near future. This is the "advice" I usually give based on our experience.

Posted by Coray Seifert on 10/07/15 12:16:00 pm in Business/Marketing, Production
How you hire, fire, and build your team will define your success as a leader, so you better be good at it...or you won't be a leader for long.

A look into the media coverage of some of the key video game events.

Posted by Winifred Phillips on 10/06/15 01:45:00 pm in Audio, Console/PC
The second installment of a three-part blog series on arrangement for dynamic music systems, with examples from the LittleBigPlanet franchise. Part 2 focuses on techniques for employing countermelody in a complex vertical arrangement.

Necrosoft Games goes to the Tokyo Game Show as an exhibitor for the first time. The results were mixed. Is it worth the trek out for your game?

Posted by Yowan Langlais on 10/07/15 12:16:00 pm in Design, Production, Console/PC, Indie
Using rules, grid, "actions", time, trial, error, modifications, improvements, doing things differently, bad decisions, starting all over, and more to design the levels of Toto Temple Deluxe!

This is the third post in a series about the making of Super Mega Baseball. It covers the initial plans for the game, the first development that was done, and how naive the guys really were.

Posted by John Warren on 10/07/15 12:16:00 pm in Business/Marketing, Console/PC, Indie, Smartphone/Tablet
Running out of cash you got from a crowdfunding campaign isn't the end of the world, or your project, but developers need to be smarter and nicer in order to climb that hill to finally deliver.

Posted by Lasse Hirvonen on 10/07/15 12:16:00 pm in Design
The story of how to make a tabletop version of a digital game, what are the main problems and our solutions.

Posted by Michel Sabbagh on 10/07/15 12:16:00 pm in Design, Console/PC
A game design article explaining how to craft a Bullet Time mechanic that's both useful and fun to use.

Posted by Karen Lee on 10/07/15 12:13:00 pm in Business/Marketing, Console/PC, Indie
What does it look like when a company does Early Access right? Let's take a look at what Klei Entertainment did for Don't Starve Together's early access release.