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November 25, 2015
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November 25, 2015
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Game developers must understand the value they generate, and learn to benefit from it.

Here is Part 2 of the presentation that I gave at the recent GameSoundCon in LA a few weeks back. In this part I introduce the experiment I performed to compare the functionality of three of the most popular middleware solutions for adaptive music.

Posted by Winifred Phillips on 11/24/15 06:26:00 pm in Audio, Console/PC
Today, the documentary feature film "Beep: A History of Video Game Sound" posted a 39 minute video of an interview I did with them, in which we discuss the art and craft of game music composition. Included: interactive techniques, working with dev teams.

A brief and to-the-point write-up on the things I’ll try to do differently on the next project, based on notes I took during development.

My experience porting 80 Days from iOS (Native) to Unity for release on PC and Mac.

Posted by Ben Johnson on 11/23/15 07:41:00 pm in Design, Programming, Indie
I worked with Brookhaven National Laboratory and the New York Historical Society to recreate one of the first videogames ever made: 1958's Tennis For Two. Here's what I learned by recreating a game designed half a century ago.

Posted by Justin Gary on 11/25/15 01:08:00 pm in Design, Indie
I’ve gotten to work on some pretty exciting projects, including a digital card game, SolForge, that I co-designed with Richard Garfield but none of that compares to the scope of what we are doing with Labyrinth.

Posted by Mark Yohalem on 11/25/15 01:08:00 pm in Design, Production, Indie
In 2004, a middle-aged man wrote a post that began, “I’ve decided to make a game.” By 2015, he'd taken an alias, quit his job, posted 30,000 messages and released The Age of Decadence, a work of outsider art as iconoclastic and challenging as its creator.

Posted by Daniel Collier on 11/24/15 06:26:00 pm in Programming, Serious, Indie, Smartphone/Tablet
Any programmer who has ever grafted multiplayer functionality onto a single player game will tell tales of just how difficult the process can be. For Rapture, the process went relatively smoothly because we planned ahead for lockstep multiplayer.

Detailed comparison of how new genre RTS games like Rival kingdoms are attempting to innovate & improve over ageing counterparts like CoC, to refresh & build next generation of mobile gaming experiences.

Beta testing is a critical aspect of game development – why not apply the idea to everything?

Posted by Kevin Murphy on 11/24/15 06:26:00 pm in Business/Marketing, Production, Console/PC
More and more first person shooters are releasing without single player campaigns. What could this mean for the future of the genre? Full credit to IGN for posing the question originally. This is my take on the same issue. Original article linked withi