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February 22, 2017
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Posted by Pascal Bestebroer on 02/21/17 09:24:00 am in Indie
The first in a series of blogs showing the process behind game development from a 13-year full-time indie developer "veteran". The series covers the basics from keeping dedicated to the work, to planning work load, running the business and more.

A small collection of best practices distilled from the past 4 years of making games with Experiment 7, Impeller Studios, and Autodesk.

Posted by Alexander Freed on 02/21/17 08:52:00 am in Design, Console/PC, Indie, Smartphone/Tablet
Let's go back to basics in a quick discussion on narrative, cutscenes, and viewpoint changes. What are the downsides of the old "Meanwhile..." trick in a video game story, and how do you mitigate them?

Posted by Daniel Cook on 02/21/17 08:31:00 am in Design, Social/Online
In many online multiplayer games, players enter as strangers and remain strangers. We can instead design systems that actively encourage friendship formation. A Project Horseshoe report.

Running a great playtest means considering playtester’s every sight, sound and smell to avoid biasing or influencing their feedback. So what should a playtest smell like?

Posted by Nick Pruehs on 02/21/17 07:22:00 am in Programming, Social/Online
In the previous part of this series, we've started to create a small cloud backend with a single actor. In this post, we are adding the web service that is acts as interface between the frontend and the actual backend services.





Posted by Stephen McCallum on 02/21/17 09:20:00 am in Business/Marketing, Serious
A reflective analysis of a talk made by Brian Baglow during Game Think 2.0 about how not to run a game studio.

Posted by Dylan Moran on 02/21/17 09:08:00 am in Console/PC, Social/Online, Smartphone/Tablet
A conceptual Game Design Document (GDD) is ideally created before a pitch, which outlines the complete game development process.

Posted by Christopher Guzman on 02/21/17 09:05:00 am in
Thoughts on the future of VR atfer reading Virtual Reality Insider by Sky Nite

With Steam Direct changes poised to effect the Steam marketplace, I put together some important tips for selling your game when Steam isn't an option.

Posted by Gabriel Priske on 02/21/17 09:03:00 am in Design
Concept art is a grinding wheel for the hatchet of your imagination. You always have to understand that you don't have eyes inside of your brain, so spilling your ideas out onto paper and then taking them back in with your actual eyes might result in...

Posted by Mario Rodriguez on 02/21/17 08:53:00 am in Design, Programming, Production, Art, Console/PC, Indie, VR
VR game development is not exactly the same as traditional game development. We created SMU Guildhall's first VR game and these were some of the problems we encountered and what we did to fix them.