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August 18, 2017
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Posted by Winifred Phillips on 08/16/17 10:22:00 am in Audio, Console/PC, Smartphone/Tablet
Several dynamic music systems were presented in the GDC 2017 audio track. In part 3 of her 3 article series, video game composer Winifred Phillips discusses the tools and tips offered in these GDC talks, while also sharing insights from her own projects.

Posted by Jools Watsham on 08/15/17 10:36:00 am in Design, Production, Art, Console/PC, Indie
The cuteness and absurdity of a Chicken and Worm combo was too funny to resist!

Posted by Bob Whitaker on 08/14/17 10:06:00 am in Console/PC, Serious
Historians Bob Whitaker and Kyle Shelton discuss Urban Empire. Topics include city building games, the history of urban development, and the politics of big cities.

Posted by Simon Carless on 08/14/17 12:16:00 am in
This week's longform articles/videos include GTA Online's crime issues, the history of the Flash game scene, & the triumphant completion of The Dream Machine.

Posted by Radek Koncewicz on 08/10/17 03:42:00 pm in Design
Despite Sonic making a name for himself through his speed and attitude, the original game had plenty of slow-paced challenges that seem to have been forgotten with time.

Posted by Sande Chen on 08/09/17 10:22:00 am in Design, Indie
In her contribution to The Game Jam Guide, game designer Sande Chen traces the history of game jams up to creation of Global Game Jam.





How can you best use data science to maximize the success of your game? Adam Fletcher of Gyroscope Software gives an overview of what data science is, why you should use data science, how to use it, and some techniques you can apply to your game.

You might not think about it, but groups are very powerful. They can change your behavior and the way you think. Groups can even make you do things you wouldn’t normally do.

Posted by Josh Bycer on 08/17/17 12:13:00 pm in Design, Console/PC, Indie
"Depth" in video games is often confused with complexity, but in this post I want to talk about the difference between the two in relation to game design.

Posted by Matt Brady on 08/17/17 12:12:00 pm in Business/Marketing, Console/PC, Serious
In part one of this three part series, I take a close look at Star Citizen and project out development costs by comparing it to another ambitious project, GTA V.

In early 2017, Tiny Titan Studios decided to bring its mobile title "Tiny Rails" to Steam. Producer Glenn Stanway explores the process and challenges in bringing an Android/iOS game to PC and Mac.

We broke the glass to get our secret weapon. Here's why and how we made Burrito Bison: Launcha Libre!