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October 7, 2015
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Posted by Winifred Phillips on 10/06/15 01:45:00 pm in Audio, Console/PC
The second installment of a three-part blog series on arrangement for dynamic music systems, with examples from the LittleBigPlanet franchise. Part 2 focuses on techniques for employing countermelody in a complex vertical arrangement.

Necrosoft Games goes to the Tokyo Game Show as an exhibitor for the first time. The results were mixed. Is it worth the trek out for your game?

The objective of this paper is to explain the mechanics of threat generation, the most commonly used technique in the mobile space for generating conversion.

Part Three. These are my memories... Growing up in a world with 3 TV channels and paper mail... My years writing some of the earliest 8-bit games (CRISIS MOUNTAIN, DINO EGGS, SHORT CIRCUIT)... And now reviving my best-selling game as DINO EGGS: REBIRTH.

Posted by Pascal Bestebroer on 10/02/15 01:21:00 pm in Programming, Serious, Indie
For a new style of game, I looked back at some old style AI code for inspiration. This turn-based game plays like an arcade-game, so speed and flexibility are very important.

Posted by Aaron San Filippo on 10/02/15 01:08:00 pm in Business/Marketing, Production, Console/PC, Indie
If you're an indie developer, your greatest challenge is probably just getting people to know about your game. There's no magic bullet solution to this problem, but here's what I've learned.

Posted by Dylan Bennett on 10/06/15 01:45:00 pm in Business/Marketing, Indie
I showed my game at Indie Game Con this last weekend. It was my first time ever showing a game at a con and I learned many valuable lessons I wish I had known before I went.

Posted by Ed Dearien on 10/06/15 01:45:00 pm in Production, Serious
The story of a miscommunication incident on my team at school, and some tips on dealing with similar issues in the future.

Posted by Filip Wiltgren on 10/06/15 01:45:00 pm in Business/Marketing
There's a core difference between a follower and a fan: followers buy your games, fans sell them. And while it's hard to convert followers into fans, it's very easy to inadvertently convert fans into followers.

This postmortem covers the very human side of development and how what was supposed to be a free little 3 month project took over a year. Read on to see how the successful developers of Organ Trail totally flopped on their sophomore game.

Posted by Zac Zidik on 10/06/15 01:45:00 pm in Design, Production, Console/PC, Serious
A virtual reality teaching simulator that I am working on and why we chose to put a hold on our plans to develop for a VR headset, like the Oculus Rift, and opted to use Microsoft's Kinect instead.

Night Hunt is a pseudo-C64 game. Technical details of Night Hunt and why it was financially unsuccessful. Useful if you make a timing-based or retro game.