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August 31, 2016
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August 31, 2016
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Posted by Brandon Sheffield on 08/30/16 11:50:00 pm in
The original Street Fighter just turned 29. Does anyone remember it? Does anyone care? We decided to ask a bunch of game developers to find out.

Posted by Thomas Bidaux on 08/30/16 10:35:00 am in Business/Marketing, Console/PC, Indie, VR
This year's analysis of the media performance of the gamescom.

Posted by Stieg Hedlund on 08/29/16 03:45:00 pm in
Planning and iteration represent two different approaches to creation, not just in games, but in every creative field. But which is better for our medium? This post digs into these issues.

Posted by Jason Bakker on 08/29/16 09:28:00 am in Design, Indie
On what I've been doing in the five years since I last posted, and my new project: Wayward Strand - a real-time story about a teenage girl who explores and airborne hospital and gets to know the patients within.

Posted by Stanislav Costiuc on 08/29/16 09:28:00 am in Design, Console/PC
In this post I discuss what constitutes social stealth, and what's missing from Assassin's Creed for the games to have it.

Posted by Junxue Li on 08/29/16 09:27:00 am in Business/Marketing, Art, Console/PC, Smartphone/Tablet, VR
Now it seems to be hard time for Chinese art outsourcers, the hike of the salary, the depreciation of US dollars, and the console game market isn’t so good. However there are a handful of them are doing well.





Online video games face unprecedented risk from hackers, cheaters and fraudsters who are ‘following the money’ into the $100 billion video games industry - here are 5 ways publishers can help mitigate risk and protect players before bad guys strike.

Posted by Dylan Woodbury on 08/30/16 09:41:00 am in Design, Serious
Our experiences crafting an educational game that creates a fun learning experience, instead of replicating outdated teaching strategies with game-ish bells and whistles.

One of the questions that always comes up when I’m forming a new game company for clients is “How do we divide the equity?” There are a few ways to go about it, each with their own pros and cons. Let’s take a look at the options.

Posted by Emilie Mavel on 08/30/16 09:36:00 am in Art, Console/PC, Indie
A step-by-step presentation of Bedtime Digital Games' art process using one of the main character from our current project, "Figment", as an example.

While it may borrow from FPS, the movie Hardcore Henry has some important lessons for game designers.

Posted by Martin Rezny on 08/29/16 02:36:00 pm in Design, Art, Console/PC, Indie
My personal take on why procedurally generated universe with an insane amount of same-ish real estate and a streamlined routine gameplay is the wrong way to go in designing a space-sandbox game.