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Posted by Winifred Phillips on 05/03/16 02:06:00 pm in Audio
This article shares music production tips from the GDC 2016 talks of Laura Karpman and Garry Taylor. I've also shared practical examples from my experience composing for live orchestra for the Ultimate Trailers album (including listening samples).

Posted by David Mullich on 05/02/16 08:44:00 pm in Production
The internet has made all kinds of content available for anyone in the world to access. †However, that doesnít mean that it is free to take and use for your own purposes. Here's a primer on intellectual property protection for game developers.

Posted by Mike Rose on 05/02/16 08:44:00 pm in Business/Marketing, Indie, VR
tinyBuild recently announced and showcased our first VR game at PAX. Here's how showing Stage Presence to thousands of PAX goers went.

Posted by Lewis Pulsipher on 04/29/16 03:16:00 pm in Design, Console/PC
Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.

Posted by Kain Shin on 04/29/16 03:16:00 pm in Programming
The Magic Circle places no artificial limits on the number of creatures you can drag around with you in the world. This is a simplified description of some of the major optimizations that went into making that possible.

Posted by Alex Nichiporchik on 04/28/16 10:26:00 am in
tinyBuild's guide to building and running a booth at PAX. Top 8 tips.





Posted by Robin-Yann Storm on 05/03/16 02:06:00 pm in Design, Production
When level designers talk about Hammer, usually the reaction they get is: "But it's ancient! Nobody should use BSP/CSG these days!", which is not always the intention. Hammer has great basic geometry building UX, and other editors could learn from this.

Posted by Ron Newcomb on 05/03/16 02:06:00 pm in Programming
Demystify AI by viewing it as an extension of existing subsystems.

Posted by Michael Hicks on 05/03/16 02:06:00 pm in Business/Marketing
After six years of trial and error experiences promoting my games, Iíve compiled some essential tips into one video!

Posted by Pete Lewin on 05/03/16 02:06:00 pm in Business/Marketing
​Part 2 in a new series of quick legal lessons for indie game devs. ​TODAYíS TOPIC: CHECK YOUR GAME NAME BEFORE YOU COMMIT!

Posted by Daniel Batoff on 05/03/16 01:52:00 pm in Business/Marketing, Indie
Mega Dwarf's guide to getting a niche game Greenlit.

Posted by Joshua Weinberg on 05/02/16 08:44:00 pm in Design, Serious
An introduction to Puzzle Dependency Graphs, an analytical technique which can be used to gain insights into the size, structure and complexity of a game.