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November 26, 2014
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November 26, 2014
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Posted by Christian Nutt on 11/25/14 07:04:00 pm in Business/Marketing, Console/PC
How are the Amiibo figurines? How is the Smash Bros. gameplay using them? And more importantly -- where does Nintendo go from here?

Posted by Samuel Rantaeskola on 11/25/14 01:24:00 pm in Production, Console/PC
Creating a hit game is a huge challenge, but following up on a hit with another hit is as difficult. How do you go about creating repeatable success?

Posted by ron carmel on 11/24/14 03:52:00 pm in Design, Indie, Social/Online, Smartphone/Tablet
One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.

Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture

Posted by Katie Chironis on 11/24/14 03:52:00 pm in Production, Indie
It's no secret that motivation to finish is the thing which kills nearly every indie game project. But it doesn't have to be that way. Here are some helpful tips on keeping your team together, productive, and moving forward.

Posted by Matt Matthews on 11/21/14 02:24:00 pm in Business/Marketing, Console/PC
You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero.

The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story.

Today's post takes the Bartle Test which was used to describe MMO player mindsets and see if it can be translated to the F2P/Social market.

Posted by Keaton White on 11/25/14 01:24:00 pm in Design, Console/PC, Indie
What makes gameplay clean or unclean? How necessary is clean gameplay to player enjoyment? Come explore these questions based on a conversation with a veteran Capcom designer.

Posted by Cassandra Khaw on 11/25/14 01:24:00 pm in Design, Art, Console/PC, Indie
Cross-posted dev blog on the creation of facial animation in the upcoming JRPG Y2K, as well as the inspirations behind it.

Posted by Semen Frish on 11/25/14 01:24:00 pm in Programming, Console/PC, Indie, Smartphone/Tablet
Our first unity game is done, several times tweaked up to players feedback, rebalanced to hardcore, now at indiedb, has release date and going to be in stores pretty soon, now I've found some time to keep on posting articles about making the game.

Posted by John Millard on 11/24/14 03:52:00 pm in Business/Marketing, Console/PC, Indie
This year we presented Crabitron Kinect to the public for the first time at PAX Australia. We faced challenges presenting a Kinect game to such a large audience, in this post I will detail the highs and lows and what we got out of PAX Australia 2014.