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November 24, 2014
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November 24, 2014
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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 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 Andrzej Marczewski on 11/21/14 02:24:00 pm in Design, Serious
SAMR is a great analytical model used by those in education to assess the impact of new technology. It seemed to me like it would be rather handy for gamification as well!

Posted by Raph Koster on 11/21/14 02:24:00 pm in Design, Console/PC, Social/Online
World of Warcraft has now been with us for ten years, dominating the MMO landscape in the Western market. From where did it spring, why was it so successful, and what has its influence been on MMOs?

It's World of Warcraft's tenth anniversary! The game has remained so popular (and profitable) not just because the team working on it is talented and dedicated, but also because they're not afraid of change.





Posted by John Millard on 11/24/14 03:52:00 pm in Business/Marketing, Console/PC, Indie
This year we presented Crabitron Kinect to the public for the first time at PAX Australia. We faced challenges presenting a Kinect game to such a large audience, in this post I will detail the highs and lows and what we got out of PAX Australia 2014.

Posted by Charles Cordingley on 11/24/14 03:52:00 pm in Programming, Console/PC, Indie, Smartphone/Tablet
Changing the layers displayed by a Unity3D camera requires some bitfield maths. This post provides a more explicit and readable way to handle this functionality.

Posted by Talha Kaya on 11/24/14 03:52:00 pm in Design, Art
Talking to Daniil "Da Neel" Ermakov on his games: "you might say that they are weird and broken beyond belief, but I think that they are still pretty solid in what they are trying to convey".

A major profit generator for F2P titles are bottomless IAPs designed for consistent purchases. But the challenge is figuring out how to make them worth it to the consumer.

Posted by Kevin Harwood on 11/24/14 03:52:00 pm in Business/Marketing, Console/PC, Indie
How should game developers and marketers view Humble Bundle and the service it provides? I've answered this question a few times to clients, but I think a longer answer along with data is warranted.