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October 13, 2015
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Posted by Brandon Sheffield on 10/13/15 03:36:00 pm in Design, Console/PC, Indie
While demoing Gunsport at the Tokyo Game Show, I got some lessons from the pros.

Let me highlight fundamental differences between three approaches to procedural world generation: The simulation, the functional and planning approach. They are not only algorithmically different but also suitable for different types of gameplay.

Posted by Winifred Phillips on 10/13/15 01:29:00 pm in Audio, Console/PC
The third installment of a three-part blog series on arrangement for dynamic music systems, with examples from the LittleBigPlanet franchise. Part 3 explores arrangement techniques used for creating harmonic support in a complex vertical arrangement.

Posted by Urbain Bruno on 10/13/15 01:29:00 pm in Design, Art, Console/PC, Indie
For our upcoming game, we needed to establish a subtle, layered narrative voice within its opening moments. This article explores some of the challenges we faced and why this story is harder to begin than most.

Third in a series (after "Whales Do Not Swim in the Desert" and "Secrets of F2P: Threat Generation"). Ramin Shokrizade goes into detail as to what works and what does not in the mobile F2P environment, using the tower defense genre as the focus.

Posted by Aidan Minter on 10/12/15 01:50:00 pm in Business/Marketing, Production
BUGHUNT - Essential Tips For Product Survival. This blogpost looks at the essential 'to do' list before product launch. Avoiding the pitfalls of a untested product and ways in which you can hone the player experience.

Posted by Padmaraj Nidagundi on 10/13/15 01:29:00 pm in Programming
Scrum is iterative and incremental agile software development methodology where tester need to be more active day to day with his roles and responsibilities.

Getting the pacing right in your title can be difficult and there are two extremes where developers tend to mess up on that we're going to look at today.

Posted by Jan Pontzen on 10/13/15 01:29:00 pm in Business/Marketing, Programming, Production, Indie
A guide on how to install the free version of the data warehousing system / tool "Pentaho Community Edition". Data warehouses are for making your (e.g. game) data useful, persistent, and consolidated as well as merge data from multiple sources.

Posted by David Gallant on 10/13/15 01:29:00 pm in Business/Marketing, Indie
Desura's parent company is reportedly bankrupt, the site is incommunicado, and I have no way to migrate my customers to a surviving platform.

Posted by David Canela on 10/13/15 01:29:00 pm in Business/Marketing, Indie
Thoughts and learnings on showing your game at game events, based on experiences from various game expos in the last 6 months, from a one-man studio's perspective. Topics: Should you even go?; Preparation; Booth Design; During the Show; Aftermath;

Posted by Michael Peter on 10/13/15 01:25:00 pm in Business/Marketing, Serious, Indie, Smartphone/Tablet
It is a comparison between theoretical and practical data models, which estimate mobile ads revenue for a specific mobile game