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July 26, 2017
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Posted by Ramin Shokrizade on 07/25/17 12:27:00 pm in
The events that inspired the movie Moneyball changed business forever. But to save time, the real punchline was left out of the movie. Businesses rushed to copy the movie but during the bromance they set themselves up for failure.

This week's longform articles & videos of the week include the making of the Castlevania Netflix series, hardcore Pokemon Go players, and an in-depth Arms interview.

Despite the mobile market being challenging and full of uncertainty, we are comfortable staying far away from one of the most popular ways to make money in it.

Posted by Stanislav Costiuc on 07/21/17 10:10:00 am in Design, Console/PC
In this video we'll talk about why Game of Thrones should not allow to retry failed game segments.

Posted by James Vaughan on 07/20/17 10:13:00 am in Business/Marketing, Indie
Plague Inc: The Board Game was my first tabletop game project, and when it all began I was hungry for any advice I could get. Now that we have successfully fulfilled our Kickstarter I wanted to share some of the lessons Iíve learned.

Posted by Jonas Kyratzes on 07/20/17 10:11:00 am in Design, Indie
On strangely enchanting old games, thinking of games in physical terms, and the potential of flaws to create liminal spaces.

Posted by Josh Bycer on 07/25/17 11:24:00 am in Design, Production, Console/PC
The Destiny 2 beta became opened this weekend, and left me feeling even less interested in buying the game. For today's post, I'm going to talk about how Bungie messed up what should have been a good event.

Everyone needs a little help from time to time. There's only so much time in a day. Plus, running a business means knowing what you're good at, and outsourcing the rest!

Posted by Craig Thomas on 07/25/17 11:23:00 am in Design, Programming, Indie
Designing games to appeal to both new and longtime players is a difficult challenge. In this post, I examine one of the ways we approach this challenge by using player intensity levels to drive AI behaviour.

Posted by Matt Linsangan on 07/25/17 11:23:00 am in Business/Marketing, Indie
TASTEE: Lethal Tactics launched in May 2016. We had a fantastic launch but we knew we had to keep our community engaged - and so we started organizing tournaments. This post is about how we run them, the prizes we created, and the results we've achieved.

Posted by Jennifer Mendez on 07/24/17 10:05:00 am in Design, Console/PC, Serious
Take a ridiculous concept, pair it with exceptional design and gameplay, and what do you get? Dream Daddy, of course.

Interview with Jose Gomez, founder of the now defunct Venezuelan studio Gasp Inc. Responsible for Battle Tennis for the Xbox 360 and Power Ping Pong for smartphones. This interview serves as an appendix for "Game Development in Latin America