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December 25, 2014
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December 25, 2014
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An introduction to the history of video games, pinball and "traditional" toys and games and the roles Jewish designers, engineers and inventors have had since the 1800s that's explored in greater depth at jewishplayproject.org

Posted by Dan Jolley on 12/23/14 01:40:00 pm in
Combination travelogue/dev journal recounting my three-month stint working on DYING LIGHT for Techland in Wrocław, Poland.

Posted by Robert Boyd on 12/23/14 01:40:00 pm in Design, Console/PC
An analysis of what worked and what didn't with the gameplay systems of three of 2014's best RPGs

Posted by Ernest Adams on 12/22/14 11:56:00 pm in Design, Console/PC, Smartphone/Tablet
An all-new compendium of egregious game design errors for 2014, 15th in the series that began in 1998.

Posted by Dan Jolley on 12/22/14 02:36:00 pm in Design, Console/PC
Part 2 in the travelogue/dev journal detailing my three-month stint working for Techland in Wrocław, Poland.

Posted by Lewis Pulsipher on 12/22/14 02:36:00 pm in Design
Why should game designers go to Cons? Iím mixing video game (conferences) and tabletop game (conventions) in this discussion. Meet publishers and and funders Learn new techniques Stimulate ideas Find collaborators Find playtesters





Posted by Victor Albis on 12/24/14 02:03:00 pm in Design, Programming, Production, Indie, Smartphone/Tablet
This is the sixth post about life inside an indie game studio from Colombia. We talk about our challenges, our need to focus, all the hardships as well as all the good things that we go through as game developers.

2014 was marked by a call for more diversity in game narrative and today's post examines one of the biggest roadblocks: Convincing publishers for more diverse characters.

The story behind the creation and release of physics platformer iO, rolling from Global Game Jam to IndieCade finalist to Steam.

Posted by Dilber Mann on 12/23/14 01:40:00 pm in Production, Console/PC
"Distributed Development attempts to signify progress and innovation when used like a buzzword in game development. Its purpose when used in this way is to impress, straying the message away from its actual meaning and sidetracking our industry."

Posted by Casey ODonnell on 12/23/14 01:40:00 pm in Serious
The end of the year, for many, is a time of reflection. Some people write lists about games or reflect on events throughout the year. I tend to think about things I've said or done that I wish I hadn't. This is an apology for one of those things.

Since I'm starting blogging here in Gamasutra now with exams only left from the first semester, I will do firstly a small recap post about what got me here to Belgium & DAE and what was the initial introduction of first semester.