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September 29, 2016
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September 29, 2016
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Short story based on real events about the efforts to make an external producer understand what a whitebox map is, and the pain of dealing with people not educated in real videogame development

Posted by Mantin Lu on 09/28/16 09:56:00 am in Business/Marketing, Smartphone/Tablet
There is a new report recently about using ARPU to identify best target markets for the mobile games. I was a little bit surprised at the first glance since we couldn’t really conclude the performance of a game by looking solely at ARPU ......

Posted by Sande Chen on 09/28/16 09:55:00 am in Business/Marketing, Production
In this article, game designer Sande Chen discusses research on work-related motivation, in particular on "perceived meaning," to see how this research applies to the game industry.

Posted by Bob Whitaker on 09/26/16 10:36:00 am in Console/PC, Serious
Bob talks with Professor William Deverell about L.A. Noire. Topics include the postwar boom, the history of the LAPD, and race and ethnic relations in Los Angeles.

Posted by Simon Carless on 09/25/16 11:00:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
The latest Video Game Deep Cuts selection, picking some of the smartest longform video game articles and videos of the week, looks at everything from Prague in the latest Deus Ex to Roguelike Celebration videos and GTA V mods.

Posted by Jeff Vogel on 09/23/16 09:31:00 am in Design, Programming, Serious, Indie
My advice for young people who want to become creators of video games (or any other craft, really), based on my 20+ years in the wilderness of the industry. It is advice in a blog post and therefore to be considered dubious until proven otherwise.

Posted by Andrea Baldiraghi on 09/29/16 03:39:00 pm in Design, Programming, Indie
Can computer-aided puzzle design help us create fair, fun and interesting challenges? Let's find out discussing our approach in Skiddy, The Slippery puzzle, puzzle game with simple play mechanics but a complex level creation problem. Part 2

Early Access can be a blessing and a curse for game developers, and today's post looks at four key factors in having a successful development period.

Posted by Marc Mixon on 09/29/16 10:06:00 am in Serious
I am researching the relationship between crunch and work culture as part of my master's thesis. I'm looking for game developers to complete a brief survey link here:

Posted by Dave Toulouse on 09/29/16 10:06:00 am in Business/Marketing, Serious, Indie
Game development isn't an investment, it's risk management.

Posted by Milan Babuskov on 09/29/16 10:05:00 am in Business/Marketing, Console/PC, Indie
I showed my game at EGX 2016 in Birmingham UK. In this post I give detailed stats about player engagement: number of players, games played, how long they played in every session and how far they got in the game.

Posted by Garett Marks on 09/29/16 10:01:00 am in Design, Indie
Garett Marks, Narrative Director at Blue Isle Studios, discusses the inspiration behind the story of Valley and the creative process that helped evolve the game into something unique.