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February 11, 2016
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Posted by Greg Johnson on 02/11/16 02:00:00 pm in Design, Console/PC, Indie, VR
This is the fourth post in a series of six. If you want this to make a bit more sense (well, relatively speaking) you'll read them in order. :) I hope you find it sparks some ideas and inspires you to make some innovative new games!

Posted by Alex Wawro on 02/11/16 02:00:00 pm in Design, Console/PC, Indie
Everybody's buzzing about Firewatch, but nobody seems to be talking about one of the best bits of the game's design: the map.  

Posted by Nathan Fouts on 02/11/16 02:00:00 pm in
Getting the desired player reaction when seeing your game's screenshots and trailer.

Posted by Mark Griffiths on 02/11/16 02:00:00 pm in Console/PC, Social/Online
Research into online addictions has grown considerably over the last two decades and Internet Gaming Disorder was tentatively classed as a behavioural addiction in 2013 by the American Psychiatric Association. But what's new on the topic?

Posted by Pascal Bestebroer on 02/09/16 01:52:00 pm in Business/Marketing, Indie
Have you ever tried your hands at a game genre that you didn't even like to play? It's a thrilling experience and it can bring you a lot of awesome experience, let me explain!

Posted by Winifred Phillips on 02/09/16 01:52:00 pm in Audio
The Grammy Awards will air this coming Monday, so let's explore the ways in which the Visual Media category of the Grammys has changed over the years in the attempt to accommodate video game soundtracks.

Posted by Jon Gallant on 02/11/16 02:00:00 pm in
In this article series, we will be teaching you how to create procedurally generated world maps, with the help of Unity and C#. This is a four part series.

Posted by David Diaz on 02/11/16 02:00:00 pm in Business/Marketing, Smartphone/Tablet
Choosing which kinds of ads to allow in your freemium game is almost as important as choosing whether to run ads at all. Blacklisting - or forbidding ads from competitive games - is a common tactic. But as Storm8 learned, it's not always the right one.

Posted by Curtiss Murphy on 02/11/16 02:00:00 pm in Design, Serious
Everyone was staring at me, waiting for me to finish my sentence. Unfortunately, my mind had blanked. I could not recall the ingredients of Flow. This began my quest for a new way to think about Flow and Simplicity in games. Quest Accepted!

Posted by Paul Allen on 02/11/16 02:00:00 pm in Business/Marketing, Console/PC, Serious, Indie
Steam's Early Access has been a boon to indie developers, allowing them to reach unheard-of audiences. But does it have a core of failing studios and games that will never be finished?

This post reviews some of the major hurdles Amazon will need to overcome in order to succeed with Lumberyard.

Posted by Edd Coast on 02/11/16 02:00:00 pm in Design, Art, Indie
Building personality using nothing but faces