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January 23, 2019
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Posted by Stanislav Costiuc on 01/23/19 09:49:00 am in Design, Social/Online, Smartphone/Tablet
Pokemon Go tried to take over the world by storm, but it didn't quite make it. Let's take a look at why.

Posted by Simon Carless on 01/20/19 10:27:00 pm in
This week's highlights include a look at NASA's new commissions in the video game space, the crunch-free development of Slime Rancher, and a very offkilter procedurally generated dating game, among other things.

Posted by Jason Bakker on 01/17/19 09:58:00 am in Design, Indie
Having played Return of the Obra Dinn recently, I was inspired to write about historical settings, exploring themes, co-linear storytelling, and ships - all within the context of the Obra Dinn.

Why and How to create Hi-fidelity game UX prototypes that rival finished game's feel to gather qualitative user data or pitch a new idea, way early in pre-production.

Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Stanislav Costiuc on 01/16/19 09:03:00 am in Design, Indie, Smartphone/Tablet
Let's take a look at what makes Threes! such a good little puzzle game.

Each new platform helps expand the audience and engage new passionate gamers for your title. The well-chosen platform in combination with an accurate and timely porting can turn into a key to success for your game in the long-term perspective.

The final waiver for CVAA compliance expired on Dec 31st, but awareness and understanding of that means still isn’t where it could be. This post aims to help.

Posted by Michael Heron on 01/23/19 09:49:00 am in Business/Marketing, Design, Serious
This post discusses jargon in game rhetoric - how it creates inaccessibility even as it underlines membership in a community. Some thoughts are presented on the use of mindful jargon in our discourses with other people.

Posted by Karina Lomeli on 01/23/19 09:48:00 am in Audio, Design, Programming, Indie
The creative and technical challenges of designing videogame music are sometimes hard to discuss with people outside the core developer's team. Here is our process -and some tips- for communicating effectively with external artists.

Posted by Alice Malik on 01/23/19 09:48:00 am in Design, Art
The analysis of Death Stranding's teaser. Details you might have missed.

Posted by Josh Bycer on 01/22/19 09:47:00 am in Design, Console/PC, Indie
For this post, I share my thoughts on what it means to study game design, and provide some tips for developers looking to breakdown games for inspiration.