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September 3, 2015
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Posted by David D'Angelo on 09/03/15 07:15:00 pm in Design, Console/PC
Part 2 of designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion. This article focuses on tips and tricks!

Posted by Mike Stout on 09/02/15 01:17:00 pm in Design, Console/PC
Best practices for letting the player know what questions your enemies are asking.

Posted by Keith Burgun on 09/02/15 01:17:00 pm in Design, Production, Console/PC, Indie, Smartphone/Tablet
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.

Posted by Paul Kilduff-Taylor on 09/02/15 01:17:00 pm in Audio, Design
I discuss some thoughts on music and what game design might be able to learn from it.

Posted by Jobye Karmaker on 09/01/15 01:35:00 pm in Design, Production, Art, Console/PC
Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing!

Product Positioning is one of the most important aspects of games marketing to a prospective audience, here this blog post looks at the importance of positioning in a busy marketplace and defining your products feature strengths against competitors.





Posted by Tony Basich on 09/03/15 07:15:00 pm in Business/Marketing, Programming, Production
USING PEOPLE’S NAMES AND LIKENESSES IN VIDEO GAMES: WHAT EVERY GAME DEVELOPER SHOULD KNOW

Posted by Simon Prefontaine on 09/03/15 02:05:00 pm in Business/Marketing, Indie
Our game "Cashtronauts" launched on Steam Early Access last month. The reception has been positive, but sales are off to a sluggish start. Here we share stats and look at what went wrong, what went right, and what we can improve.

Posted by A Adonaac on 09/03/15 02:05:00 pm in Programming, Console/PC, Indie
This post explains a technique for generating randomized dungeons that was first described by the developer of Tiny Keep. I'll go over it in a little more detail than the steps in the original post.

Posted by Ken De Pooter on 09/03/15 01:12:00 pm in Business/Marketing, Design, Programming, Indie
CatLab Interactive designer Katia designed the QuizWitz community network and created both the website for the game and the studio. We felt it would be interesting to shed a light on her work and interests.

Posted by Matthew Codd on 09/03/15 01:12:00 pm in Design, Console/PC
Fake endings are a dime a dozen in video games, but with the right execution, they can be powerful and effective. Despite its age, Dragon Quest III is a fine example of this, that all game designers and writers can learn from.

Posted by Juha Vainio on 09/03/15 01:12:00 pm in Design, Production, Indie, Social/Online, Smartphone/Tablet
Epic Owl's CEO Juha Vainio writes about the meaning of Minimum Viable Products in mobile game production.