Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 30, 2014
arrowPress Releases
August 30, 2014
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:





The first of a short series of truly Objective Game Reviews in response to recent events within the video game enthusiast communities.

Posted by Ethan Levy on 08/28/14 02:21:00 pm in Business/Marketing, Design, Console/PC
Following the introduction of several IAP elements in Battlefield 4 over the past few months, I investigate the effects spending $100 in shortcuts and Battlepacks has on the multiplayer experience.

Posted by Martin Pichlmair on 08/28/14 01:36:00 pm in Business/Marketing, Indie
Indies are not as independent as the name suggests. Instead, they struggle for autonomy every day.

Posted by Jana Reinhardt on 08/28/14 10:29:00 am in Business/Marketing, Indie
Gamescom. 335,000 players, business attendees and developers visited Cologne from 88 different countries. For a whole week we were guests in a wild mix of games, Let's play shows and character cosplay and also as part of the famous Indie MEGABOOTH.

Posted by Oliver Franzke on 08/28/14 01:34:00 am in Programming, Art, Console/PC, Indie, Smartphone/Tablet
Good lighting can improve the visual quality of a game significantly. In this blog post I’ll describe various techniques for dynamic 2D character lighting that are very easy to implement and don’t require any additional assets (e.g. normal maps).

Half-way through development a game came out with the same name as ours; dealing with this hassle ended up making the game identity much stronger.





Posted by David Amador on 08/30/14 08:51:00 am in Programming, Indie, Smartphone/Tablet
Quest of Dungeons was made in C++ and OpenGL, it runs on Windows, Mac and Linux in native code. I never made anything for Android, in fact I never even used one before this, so when I decided to port QoD to it, I had no idea of what to expect.

Posted by John Quick on 08/30/14 03:31:00 am in Design, Console/PC, Indie
Thanks to an insightful jumping analysis from a fellow Gamasutra blogger, I was inspired to share a few corresponding thoughts on whether to jump at all and how many times to jump.

Posted by Marc-Andre Jutras on 08/28/14 11:33:00 pm in Serious
A reaction to a chain of blogs and news claiming "gamers" as a whole are now dead and irrelevant.

Crowd-funding has led to many developers and first timers managing their own budget. But making use of crowd-funding to fund a studio can be tricky and today's post examines the costs that must be considered.

Devin Wilson offers 18 weird tricks to bring about the end of "gamers". Conservative hatemongers hate him!

Posted by Thomas Henshell on 08/28/14 06:12:00 pm in Design, Programming, Production, Console/PC, Indie
Getting back into the game dev groove while life happens