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July 23, 2017
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Despite the mobile market being challenging and full of uncertainty, we are comfortable staying far away from one of the most popular ways to make money in it.

Posted by Stanislav Costiuc on 07/21/17 10:10:00 am in Design, Console/PC
In this video we'll talk about why Game of Thrones should not allow to retry failed game segments.

Posted by James Vaughan on 07/20/17 10:13:00 am in Business/Marketing, Indie
Plague Inc: The Board Game was my first tabletop game project, and when it all began I was hungry for any advice I could get. Now that we have successfully fulfilled our Kickstarter I wanted to share some of the lessons I’ve learned.

Posted by Jonas Kyratzes on 07/20/17 10:11:00 am in Design, Indie
On strangely enchanting old games, thinking of games in physical terms, and the potential of flaws to create liminal spaces.

Posted by Lars Doucet on 07/19/17 10:54:00 am in Business/Marketing
All of the major game stores (Steam, GOG, Origin, Uplay, itch, etc) serve different groups at the same time, many of which have competing interests.

Posted by Bartlomiej Waszak on 07/19/17 10:53:00 am in Programming, Console/PC
The article presents solutions how to write more reliable game code and avoid common mistakes in video game programming.

Rather than thinking about your game in terms of "game vs story" it is more useful to think of it as an experience. Some experiences are great because of their agency, some because of what they mean, and some because they help us solve a practical problem

Posted by Anil Das Gupta on 07/21/17 12:43:00 pm in Business/Marketing, Design, Smartphone/Tablet
Fire Emblem Heroes has been Nintendo's most successful self-developed mobile game. But what makes it successful?

This article serves only one purpose, explain in a simple way on how our memory works and how it’s affected by hormones and neurotransmitters. Why? To explain why and how psychological models works.

Posted by Charlie Deck on 07/21/17 10:15:00 am in Design, Programming, Console/PC, Serious, Indie
The on-screen keyboard for consoles has barely changed in thirty years. Learn the history of gamepad text input, from the NES to the PS4. Then I'll describe how I iterated towards something better for my local co-op language-learning action game.

Posted by Pieter Smal on 07/21/17 10:15:00 am in Design, Serious, Indie
In this essay Pieter Smal discusses the planes of vulnerability in id Software's ultimate platformer.

Creating a successful subscription model for your video game takes careful consideration. Here are a few key factors to keep in mind.