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October 24, 2014
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October 24, 2014
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Posted by Frank Lantz on 10/24/14 01:56:00 pm in Design
Speaking out against GamerGate.

Posted by Rev Dr Bradley Meyer on 10/24/14 01:56:00 pm in Audio, Console/PC
An in-depth look at the resources captured and used to create the sound design for the Neon powers in inFAMOUS Second Son

What is the purpose of live user testing (closed alpha, closed beta, open beta, and similar) for a game, from a test perspective?

Posted by Richard Hill-Whittall on 10/23/14 01:35:00 pm in Business/Marketing, Console/PC, Indie
This post covers our recent experiences with a Groupees bundle, which included our game ‘Life of Pixel’. We made some mistakes, and wanted to share those so you can avoid doing the same!

Posted by Tom Crago on 10/22/14 03:19:00 pm in Business/Marketing, Console/PC
Australian video game developer Tantalus celebrates its twentieth birthday this year, joining a select group of independent game-makers to have reached that milestone. CEO Tom Crago takes a look back at the company's history.





Posted by Mark South on 10/24/14 01:56:00 pm in Business/Marketing, Design, Programming, Console/PC, Indie
On some of the challenges we faced reimagining Mode7's Frozen Synapse including; the business realities, design challenges (Gareth Wright - Design Manager) and our graphical overhaul (Rob Ware - Technical Director)

Posted by Marcelo Martins on 10/24/14 01:56:00 pm in Audio, Programming, Production, Console/PC
The Musical Box features 30 articles focusing on game music production and implementation. Edition #7: Streets of Rage

Posted by Zack Wood on 10/24/14 01:56:00 pm in Design, Indie
Recap of Playpublik 2014 in Krakow, Poland- a new kind of games festival.

Posted by Rizky Winanda on 10/24/14 01:56:00 pm in Design
Through this article, I try to describe what pattern of challenge that game should create. By providing expectation, doubt, reality, and relief, I believe game could create maximum engagement as stated in flow theory.

Posted by gard skinner on 10/24/14 01:56:00 pm in Business/Marketing, Console/PC, Serious, Social/Online
Ever thought about trying to write game-related science fiction? This was the journey. NY pubs claimed, "Gamers don't read books." Without them GS couldn't be successful because it has no witches, vampires or angsty teens who can't decide who to date.

Posted by Marcelo Martins on 10/24/14 01:56:00 pm in Audio, Production, Console/PC
The Musical Box features 30 articles focusing on game music production and implementation. Edition #8: Heavy Rain