Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 21, 2018
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:





This week's highlights include a gigantic video on the seminal The Secret Of Monkey Island, a look at Harry Potter vs. Fortnite in the mobile arena, and the future of The Binding Of Isaac, among many others.

Posted by Richard Wood on 05/18/18 08:59:00 am in Production, Serious, Indie
You can't learn Production from a book, but, I do believe you can take inspiration and ideas from these three and I would recommend them to all Producers, no matter your level.

Posted by Tatiana Vilela dos Santos on 05/17/18 06:03:00 pm in Design, Indie
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.

Posted by Ryan Juckett on 05/16/18 05:36:00 pm in Design, Programming
A deep dive the online skill ranking system of INVERSUS Deluxe covering everything from the low level math up to the user presentation.

Posted by Winifred Phillips on 05/15/18 09:44:00 am in Audio, VR
The 2nd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 2: 3D versus 2D, with an exploration of the role spatial delivery can play in music implementation in a VR environment.

Posted by Wolfgang Walk on 05/14/18 10:47:00 am in Design, Production
The "Hero's Journey" is a narrative pattern we have adopted from the film industry. Since then we try to create our narratives around it. I will explain why this is nonsense. Games create hero's journeys all by themselves - or they wouldn't be games.





Posted by Piotr Bomak on 05/18/18 08:59:00 am in Design, Programming, Production, Art, Console/PC, Serious, Indie
This article is the beginning of the series in which we will describe the design and implementation of boss fights in X-Morph: Defense.

Posted by Rafa? Basaj on 05/17/18 10:01:00 am in Design, Indie
The approach towards horror game development between the West and Far East cultures. A look from the perspective of 2 successful companies developing horror games: Bloober Team (representing the West) and Red Candle Games (standing in the Far-East corner)

Posted by gumi Team on 05/16/18 05:34:00 pm in Design, Smartphone/Tablet
In this series, our development team for THE ALCHEMIST CODE will delve deeper into the vast and rich universe of the game and share behind-the-scenes details on the making of THE ALCHEMIST CODE.

Posted by gumi Team on 05/16/18 05:33:00 pm in Design
For this Developer Diary, we discuss a topic that all players are familiar with—Tutorials. Leading this edition of Developer Diary is Ms. San San Ngan, producer of THE ALCHEMIST CODE, who shares the changes the team has made to the Tutorial.

Posted by Dr. Michael Garbade on 05/16/18 05:04:00 pm in Business/Marketing, Indie, Smartphone/Tablet
The success of any game depends on the ability of the developer to scrutinize its various metrics and discover useful tips on how to enhance the game and its monetization. So, after deploying a game to the app store, do not just sit there!

Posted by Nicholas Lives on 05/16/18 10:11:00 am in Business/Marketing, Art, Console/PC, Indie
This week I woke up to news feeds announcing a new trailer for Bethesda’s Rage 2, and after watching it, it really got me thinking again about the importance of creating a strong visual identity for your game.