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July 1, 2016
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Posted by Junxue Li on 06/30/16 02:59:00 pm in Business/Marketing, Smartphone/Tablet
In this series I would introduce to you the most popular mobile Games and Apps in China. In Part one I would focus on Apps and Part two on Games, not decided yet App stores should be included in P2 or I would write a P3 for it.

Posted by Ryan Darcey on 06/30/16 02:59:00 pm in Production, Console/PC
Part 1 of a 3 part series where I break down our production process on Star Wars: First Assault, which was designed using an iterative production methodology developed by Jeff Morris.

Posted by Sande Chen on 06/29/16 06:19:00 pm in Design, Serious, Indie
In this article, game designer Sande Chen examines the role of agency in the social impact game, SPENT.

Posted by Lars Doucet on 06/28/16 02:07:00 pm in Business/Marketing, Production, Console/PC, Indie
I never thought the day would come where I would passionately argue that fans should pirate my game rather than pay for it, but here we are.

Posted by Bob Whitaker on 06/28/16 11:21:00 am in Console/PC, Serious
Historians Bob Whitaker, Christopher Dietrich, and Joseph Parrot discuss Call of Duty Black Ops 1 and 2. Topics include the Cold War, the CIA, Jonas Savimbi, Manuel Noriega, Black Ops lawsuits, and secret operations.

Posted by Winifred Phillips on 06/28/16 11:20:00 am in Audio, VR
Continuing an ongoing multi-part series on the relationship between music creation and the VR environment, this article explores how composers can use stand-alone virtual reality music applications to create original compositions in a virtual space.





Posted by Kemal Sen on 06/30/16 03:00:00 pm in Business/Marketing, Programming, Production
Fundamental activity of Lean methodology is Build-Measure-Learn cycle. Steps are simple; Build your product as fast and minimum as possible, let user decide what to use, how to use and Measure it then Learn from this measurement to develop your product. T

Posted by Nathan Savant on 06/30/16 02:59:00 pm in Design, Serious
Story can be found in unexpected places in games. In this article series, I will discuss my thoughts on finding narrative in surprising places, and applying those structures to your own games.

Posted by Joseph Sopko on 06/30/16 02:59:00 pm in Design, Programming, Indie
Combat mechanics are the soul of any action game. This article series will take a practical approach to combat mechanics, looking at our terminology and principles through images of tools that implement them, rather than detached theoretical concepts.

Posted by Rémi Mallette on 06/30/16 10:36:00 am in Design
Can we really create a game with the main purpose of entertaining when we have to integrate monetization mechanics such as progression blockers, time blockers or premium contents?

Posted by Jeff Gurian on 06/29/16 06:19:00 pm in Business/Marketing, Social/Online, Smartphone/Tablet
If you are running user acquisition, you need to be counting your ad revenue to make your bids as competitive as possible. See how Kongregate looks at this data along with some simple ways to build ad revenue into your ARPU model and acquisition bids.

Today's post looks at 3 important things to watch out for on Kickstarter game projects, whether as a consumer or developer.