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July 1, 2015
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Posted by Raph Koster on 06/30/15 07:44:00 pm in Business/Marketing, Design
"They're just entertainment." "It's not our problem." "No, they don't." "Do you want games to be censored?" Lots of developers don't want to talk about if and how games affect people! But let's do it anyway.

Posted by Jeffrey Tseng on 06/30/15 07:44:00 pm in Design, Smartphone/Tablet
After publishing more than 30 games aimed at the female audience, CrowdStar decided to "unlearn" everything they knew and redefine what a game could be. Here they share 5 'rules to break' when designing and publishing games.

Posted by Anne-Christine Gasc on 06/30/15 01:28:00 pm in Audio, Design, Programming, Production, Art, Serious
This is a series of six blog posts where different disciplines share what they wish others would know and understand.

A GameDevsLikeYou interview with Paul Tozour discussing game development in the '80s, Unreal Engine 4, scripting languages, AI, negotiation, game developer education, AR/VR, teamwork, emotional intelligence, and the origins of the @GameOutcomes Project.

Posted by Mike Stout on 06/29/15 01:49:00 pm in Design
Continuing my series on how I design, I want to show how spectra relate within a choice field, and how one can view that data in different ways by opening little “windows,” or views into the field.

Posted by Wai Yen Tang on 06/30/15 07:44:00 pm in Design, Social/Online
An examination of three studies that failed to replicate past findings on the cognitive benefits of video games.

Posted by Shaun Chatman on 06/30/15 01:28:00 pm in Smartphone/Tablet
Tablet game developers in 2015 are making it clear that you can definitely make an old game new again. Coming in among the seven best tablet games for 2015 are former PC hits like "Tomb Raider I" and updated versions of video game classics like "Mortal Ko

Child privacy advocate Greg Kudasz gives his perspective on the child privacy and games, the "Do Not Track Kids" act, FTC enforcement, and the state of COPPA on its second birthday.

Today's post breaks down a game's design into three areas of pacing, and the importance and difficulty of guiding a player all the way through a title.

Posted by Max Anderson on 06/30/15 01:28:00 pm in Programming, Indie
In Part 1, I gave a quick look at what the WorldShape tool can do, but how does it actually work? How might you create your own similar tools?

Posted by James Beech on 06/30/15 01:28:00 pm in Design, Art, Console/PC, Indie
How the visual history of paintings and video games line up perfectly, and what that means for the future of our medium.