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December 9, 2016
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A close look at some seemingly unconventional monetisation patterns in F2P games, designed using Behavioural economics that work incredibly well.

Posted by Andreas Brinck on 12/08/16 09:54:00 am in Programming, Console/PC
I’m going to look at the history of the science of human color perception science leading up to the new HDR video standards and also try to explain some of the terminology that is commonly used.

Posted by Bryan Cashman on 12/08/16 09:53:00 am in Business/Marketing, Console/PC
Based on first-hand accounts, Console Wars's Blake Harris discusses the difference between Sega and Nintendo, whether Michael Jackson’s music is in Sonic 3, and the challenges of being a subsidiary to a Japanese gaming company.

Posted by Ryan Juckett on 12/08/16 09:53:00 am in Design, Programming, Console/PC, Indie, Social/Online
An in-depth look into how INVERSUS uses rollback networking technology to create a responsive and robust online experience that is hard to distinguish from its local-multiplayer counterpart.

Posted by David D'Angelo on 12/07/16 01:27:00 pm in
Part 1 of a Deep dive into the design of Azure Striker Gunvolt by Inti Creates.

A pending deal by League of Legends maker RIOT Games to sell the eSports distribution rights to their game for nearly $100M a year signals the start of a real eSports era. How can developers and investors get a piece of the action?





Posted by Marc McGinley on 12/09/16 04:59:00 pm in Design, Indie, VR
Part 1 of a series of posts looking into the design process behind Giant Cop: Justice Above All. In this post I discuss what camera perspective means for storytelling in VR, and the design decisions involved in creating the player character of Giant Cop.

Posted by Leu-yang Huang on 12/09/16 09:52:00 am in
An explanation of why League of Legends is known to be more toxic than other communities.

Posted by Anastasia Skachko on 12/09/16 09:48:00 am in Business/Marketing, Design, Art, Smartphone/Tablet
Lords of Discord is a 3D turn-based strategy mobile game rooted in the legacy of the genre’s greatest classics and here is the dev story behind it.

Launch marketing strategy for Dungeon Souls, and how it led to a 200% increase in store page impressions.

Today's post looks at the implementation of event-driven game design to keep a game from becoming stale