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April 25, 2017
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Posted by Bob Whitaker on 04/24/17 10:44:00 am in Console/PC, Serious
Historian Bob Whitaker talks with Kevin Chen about his new game Four Horsemen. Topics include the history of immigration and refugee crises as well as how the Syrian Civil War and Trump's Muslim Ban have influenced the development of Four Horsemen.

Posted by Thomas Grip on 04/24/17 10:00:00 am in Design, Console/PC, Indie
Playing a videogame can put you in a state where the borders between your self and the character gets blurry. When creating games, evoking this feeling of presence is worth trying to achieve.

Posted by Winifred Phillips on 04/24/17 09:27:00 am in Audio, Console/PC, VR
The 4th 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 3: Drones of Dread, discussing the power of low frequency sound to build tension.

Posted by Lewis Pulsipher on 04/24/17 09:21:00 am in Design
Harmony and its opposite, the kludge, are fundamental to good game design. Games that lack harmony or have in-harmonious aspects have a handicap, though some succeed. Fortunately, most of the in-harmonious games are never published, or only self published

This week's Video Game Deep Cuts longform articles/videos include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.

Posted by Pascal Bestebroer on 04/20/17 10:13:00 am in Business/Marketing, Indie
Post mortem for Meganoid(2017). A roguelike - platformer released on iOS,Android and Steam three weeks ago, some insights on the launch-period stats and results so far.





Posted by Florent LOUIS on 04/24/17 10:45:00 am in Design, Production, Console/PC
This article has been published in 2012. It discusses the improvements that the Assassin's Creed saga seemed to deserve to renew or enhance its quality in terms of gameplay and gaming experience.

Posted by Marcus Toftedahl on 04/24/17 10:43:00 am in Design, Production, Indie, VR
During the last few months we‘ve been busy adding VR support to our horror game Medusa’s Labyrinth. We’d like to share some insights from the process the game has gone through –  adapting a first person horror game to a VR one. This is the first blog post

Posted by John Velgus on 04/24/17 09:59:00 am in Design, Console/PC, Serious, Indie, Smartphone/Tablet, VR
Player agency is an important tool for engagement, but implementing it doesn’t have to destroy your game’s budget or involve massive new systems. Just adding a few meaningful moments of player agency can make a huge emotional impact.

Posted by Esraa Abouzid on 04/24/17 09:55:00 am in Business/Marketing
Here we highlight the most common myths about the app store optimization (ASO). Mistakes that you should avoid at all costs.

Streaming video games have become big business for everyone involved, but there is a growing debate as to just how much of an impact this should have on video game marketing.

Posted by Anastasia Skachko on 04/24/17 09:26:00 am in Design, Art, Console/PC, Serious, Smartphone/Tablet
In this article we talk about Warhammer 40,000: Space Wolf visuals and how we work with them.