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June 24, 2017
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Posted by Thomas Grip on 06/23/17 09:47:00 am in Design
Our senses can only capture sliver of reality. We must constantly fill in blanks in our knowledge to properly create a mental image of the world. This processes of filling in gaps is really important to understand and to exploit when crafting games.

Posted by Greg Wohlwend on 06/23/17 09:47:00 am in Production, Indie, Business/Marketing, Design
Now two months after launching TumbleSeed we’ve had enough time to ponder what went wrong and have put together an update to address it.

Posted by Free Lives on 06/23/17 09:43:00 am in Design, Console/PC, Indie
Genital Jousting is a popular and somewhat shocking game about penises penetrating each other. The developers weigh in on why they are making it and their anxieties about possibly making a bad sex game.

Posted by Max Arnold on 06/23/17 09:43:00 am in Design, Indie, VR
Inform both your players and your own design by knowing how to define your game to yourself.

Posted by Trent Polack on 06/23/17 09:43:00 am in Design, Programming, Console/PC, Indie
A tangent-free, short (for me) practical example of applied system design on a fundamental game element: projectiles.

Posted by Josh Ge on 06/20/17 10:15:00 am in Business/Marketing, Production, Serious, Indie
A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.





Posted by Jon Sanchez on 06/23/17 09:48:00 am in Business/Marketing, Production, Console/PC, Indie
In this blog post we share our thoughts on the development of Dynasty Feud and why we think the game did not work. We comment on several issues, from the current state of the industry to how our marketing went wrong, plus some more useful tips.

Posted by Katarina Gyllenback on 06/23/17 09:44:00 am in Design
The text is about E3 and how to control the rumour mill by understanding how expectations and anticipations work from a narrative constructor´s perspective and what happens when the cognitive vehicle of narrative is set in motion – by advertisers.

Posted by Kajetan Szczepaniak on 06/22/17 10:04:00 am in Design
To make The Mixture you need to know what effects will it have - same with the game. Define what it will be about, from the basics, keep it simple. To create a game you need to have The Recipe - a Game Design Document.

Posted by Konstantinos Dimopoulos on 06/22/17 09:54:00 am in Design, Art, Console/PC, Indie
Thimbleweed Park: The Town. A look at a novel approach in open-world city design (and planning) for 2D adventure games.

Posted by Shannon Pickles on 06/22/17 09:53:00 am in Design, Programming, Production, Indie, VR
Sharing our experiences as an early stage VR developer that was lucky enough to have our first VR game featured as a HTC Vive release title, and the challenges and controversy we faced along the way.

DO YOU TAKE CRITICISM WELL, OR ARE YOU DESTINED TO BE THE NEXT INTERNET MEME? HERE'S WHAT TO DO, AND WHAT TO AVOID, WHEN DEALING WITH DEVELOPMENT PROBLEMS AND UNRULY PLAYERS.