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April 24, 2017
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This week's Video Game Deep Cuts longform articles/videos include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.

Posted by Pascal Bestebroer on 04/20/17 10:13:00 am in Business/Marketing, Indie
Post mortem for Meganoid(2017). A roguelike - platformer released on iOS,Android and Steam three weeks ago, some insights on the launch-period stats and results so far.

Posted by Stephan Schutze on 04/20/17 10:12:00 am in Audio
A multi part development journal that will discuss the dynamic music and SFX for the open world of Yonder: The Cloud Catcher Chronicles and examine the risks and challenges encountered. Part II

Posted by Niklas Gray on 04/19/17 10:30:00 am in Programming
A look at the physical design rules we use for C/C++ code at Our Machinery.

This article is to demystify the Earned Value Management and explain how it can be adapted for the Video Games development to become an effective tool and help your team to control the development.

Posted by Thomas Grip on 04/18/17 10:39:00 am in Design, Console/PC, Indie
Designing a game spawns an endless set of ideas - ideas that need to be sorted. In order to do this, you need a method of evaluating them. The following discusses five different gameplay models - ways of thinking about game design.





Metacritic can be a PR tool by itself for your indie studio and your games. Here you will find the most basic knowledge, some stuff that can be useful for every indie developer out there. Getting a good Metascore can be difficult for a small indie studio,

What can Usability bring to your game? Let's see how Rootworld handles it's players with some simple concepts that can point out strengths and weaknesses in any game.

Posted by Ben Sim on 04/21/17 09:43:00 am in Art, Serious
Blockbuster video games have to start from somewhere, and more often than not, they start with concept art. Before major games hit the market and make their way into your library, most video games start with just a simple illustration.

Posted by Austin Shamp on 04/21/17 09:42:00 am in Business/Marketing, Design
What makes a successful loot box monetization system, and how to implement it properly in your game.

How to get yourself and your business/indie game studio noticed by applying for awards.

Posted by Gregory Pellechi on 04/21/17 09:29:00 am in Design, Serious
Realistic dialogue does not make for good stories. But not for the reasons you think. Repetition is boring but it's a very natural part of how people speak and argue. Drama does not come from repetition but change.