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January 16, 2017
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Posted by Ben Weber on 01/16/17 12:30:00 pm in Business/Marketing, Programming, Smartphone/Tablet
An overview of how Twitch uses staged rollouts to perform experiments, biases we found, and methods we use for significance testing.

The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Switch's launch, the deep fandom of Pokemon, & lots more.

Posted by Brandon Sheffield on 01/15/17 09:36:00 pm in Business/Marketing, Design, Production, Indie
Starting a video game is a lot easier than finishing it. There are a lot of reasons why things get put to the wayside, and in this 2016 retrospective, we discuss five things that we just couldn't finish.

We talked to former developers from Nintendo, Rockstar Games and Origin for their opinions on Nintendo Switch's Rollout

Posted by Byron AtkinsonJones on 01/13/17 10:41:00 am in Serious, Indie
How I dug myself out of a depression by making a game.

Posted by Stanislav Costiuc on 01/12/17 10:38:00 am in Design, Console/PC
Let's look at the nature of choices in Telltale's The Walking Dead, and how they affect the experience and characters.





Posted by Mark Hogan on 01/16/17 12:29:00 pm in Design, Programming, Indie, VR
How we're handling collisions in BeeBeeQ with Unity, where the VR player can put their hands wherever they want, standard physics collisions don't make sense and as a physics based local asymmetrical multiplayer game it's got to stay fair at all times

We worked with indie game developer Sillywalk on their mobile game "Mind Mould", performing all necessary localization steps to ensure it would be received well in the global market. This article is a case study on how we adapted the game for Asia.

Posted by Daniel Spruce on 01/16/17 12:28:00 pm in Business/Marketing, Programming, Production, Indie
In this postmortem I'll talk a bit about the process for making iZBOT along with some of the expenses and revenue from game sales.

Posted by Petr Yakyamsev on 01/16/17 12:27:00 pm in Audio, Programming, Console/PC
Short note about generating audio for Unity (Survival Shooter) with Chuck audio-programming language and Open Sound Control (OSC).

Posted by Alberto Espinal on 01/16/17 12:27:00 pm in Design
I talk in this article about the duality "ludologism" vs "narrativism", the real relevance of narratvism in videogames and the gamers.

Posted by Jordi Garcia on 01/13/17 11:25:00 am in Business/Marketing, Production, Console/PC, Indie
This is a post-mortem of Hell Snails, the game that delivered the first MangoJam. We decided to experiment with a game jam as a tool to integrate new members into the development team.