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January 22, 2019
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Posted by Simon Carless on 01/20/19 10:27:00 pm in
This week's highlights include a look at NASA's new commissions in the video game space, the crunch-free development of Slime Rancher, and a very offkilter procedurally generated dating game, among other things.

Posted by Jason Bakker on 01/17/19 09:58:00 am in Design, Indie
Having played Return of the Obra Dinn recently, I was inspired to write about historical settings, exploring themes, co-linear storytelling, and ships - all within the context of the Obra Dinn.

Why and How to create Hi-fidelity game UX prototypes that rival finished game's feel to gather qualitative user data or pitch a new idea, way early in pre-production.

Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Stanislav Costiuc on 01/16/19 09:03:00 am in Design, Indie, Smartphone/Tablet
Let's take a look at what makes Threes! such a good little puzzle game.

Posted by Thomas Grip on 01/15/19 10:39:00 am in Design, Console/PC
Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.





Posted by Josh Bycer on 01/22/19 09:47:00 am in Design, Console/PC, Indie
For this post, I share my thoughts on what it means to study game design, and provide some tips for developers looking to breakdown games for inspiration.

Posted by Caleb Compton on 01/22/19 09:46:00 am in Design, Console/PC, Serious, Indie, Smartphone/Tablet
Last week we talked about the first component of maintaining player morale - avoiding the hopelessness that comes when you have no chance of winning. This week we look at the second piece - making players feel that their strategic decisions matter.

Posted by Unai Cabezon on 01/22/19 09:44:00 am in Design, Console/PC
A unique feature in Double Cross is its investigation system, unusual in action-platforming games. How did it come to be, and how did it evolve to the one that shows up in the final game?

Posted by Mathias Fontmarty on 01/22/19 09:44:00 am in Programming, Art, Console/PC
In this article, I'll explain my workflow to create a semi procedural shader to make cartoon foam without having to handle uvmapping for each new mesh created.

Posted by Meredith Hall on 01/18/19 10:20:00 am in
Ten years ago in 2009, the word influencer didn’t bear much weight. Now, it's part of the core approach for the new Epic Games Store - but why?

Posted by Lewis Denby on 01/17/19 09:57:00 am in Business/Marketing, Indie
The top 5 reasons indie game marketing falls on deaf ears - and how to steer things back on track for your game!