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March 30, 2015
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March 30, 2015
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Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games).

Posted by Kevin Geisler on 03/30/15 01:30:00 pm in Programming, Console/PC, Indie
Technical lessons learned from the creation and release of Octodad: Dadliest Catch.

Posted by Brandon Sheffield on 03/29/15 04:47:00 pm in Business/Marketing, Production
Amanita Design, makers of Samorost, Machinarium, Botanicula and others, took to a curious method to sell games in the Czech Republic: Newspaper stands.

Posted by Jovan Johnson on 03/27/15 05:12:00 pm in
Create your game company with confidence. Mobile gaming may become the most profitable sector of the gaming industry within the next year. Are you ready?

“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.

Posted by Adam Myers on 03/27/15 03:39:00 pm in Business/Marketing, Console/PC, Indie
Sales figures for Sunless Sea in early access and after launch, with charts.





Posted by Michael Neel on 03/30/15 01:31:00 pm in Design
An analysis of how detective narrative is handled in Danganronpa: Trigger Happy Havoc with thoughts on how it could be changed to give the player greater agency in solving the cases.

Posted by Kevin Morris on 03/30/15 01:30:00 pm in Business/Marketing, Production, Console/PC, Indie
Avian Apocalypse is a 2D platformer/shooter created by a team of 4 developers at SMU's Guildhall over the course of 8 weeks.

F2P Summit is London's hidden gem for mobile game and free-to-play developers. Read why...

Posted by Devin Becker on 03/30/15 01:30:00 pm in Design
In this 2 part post I'll explain how the current trends in social and mobile games have left us with a series content problem, and 10 things you can do to conquer it.

Posted by Devin Becker on 03/30/15 01:30:00 pm in Design, Smartphone/Tablet
In this 2 part post I'll explain how the current trends in social and mobile games have left us with a series content problem, and 10 things you can do to conquer it.

Posted by David C Drake on 03/30/15 01:30:00 pm in Design, Programming, Art, Indie
Postmortem analysis of PebbleQuest, an action-RPG written in C for the Pebble watch, followed by my thoughts on the future of smartwatch gaming.