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December 18, 2014
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Posted by Laralyn McWilliams on 12/17/14 02:16:00 pm in Design, Console/PC
In no particular order, here are my top five favorite games for 2014!

Posted by Adriel Wallick on 12/17/14 01:51:00 pm in Design, Programming, Production, Indie
After completing the journey to create a game a week for an entire year, it's time to examine how it went and the personal outcomes of the challenge.

Matt is a Senior Producer with 20+ years of console experience. He recently switched to mobile. Would his experience be applicable? Is mobile development that different than console development? 38 days into his new job, Matt explores these questions.

Posted by Dan Jolley on 12/17/14 01:51:00 pm in Design, Console/PC
Part 1 of a series of travelogue/dev journal posts about my three-month stint in Wrocław, Poland working for Techland on Dying Light.

The first in a 4-part series analyzing the results of the Game Outcomes Project survey, which polled hundreds of game developers to determine how teamwork, culture, leadership, and project management contribute to game project success or failure.

Posted by Tyrone Rodriguez on 12/16/14 01:25:00 pm in Business/Marketing, Production, Console/PC, Indie
As a console dev/publisher, we must wear many hats and handle many duties that doesn't always fit the description of a game developer. One of the sticking points I hear with developers typical is addressing ratings, particularly for global releases.





Posted by Eduardo Graells on 12/17/14 01:52:00 pm in Design, Console/PC, Social/Online
This post is an the analysis of the game balance in Super Street Fighter IV. We analyze it using statistical methods and machine learning techniques, to see what can we learn in terms of the meta game, as well as to evaluate if the game is balanced.

Posted by Casey ODonnell on 12/17/14 01:51:00 pm in Business/Marketing, Design, Programming, Art, Console/PC
An introduction to and excerpt from Casey O'Donnell's new book, Developer's Dilemma: The Secret World of Videogame Creators, published by MIT Press. It is an ethnographic account of the everyday lives of game developers at the height of the console era.

You've probably seen by now that Hatred has been pulled by Steam. In what shouldn't be much a surprise, a game trying to cross the line, well, crossed the line. Here's why that's a great thing.

Today's post examines how the PC Indie market has been combating the issue of cloning that has plagued mobile development thanks to a focus on quality. However what has helped against cloning also makes it hard to release titles on the mobile market.

Posted by Bryan Fisher on 12/17/14 01:51:00 pm in Business/Marketing, Indie
While I've found some tutorials and classes to take in learning IndieDev, I wasn't sure if there should be something I read every morning. Here's my current morning IndieDev Newspaper.

Posted by Pablo Rodriguez-Valero on 12/17/14 01:51:00 pm in Production, Indie
Pablo Rodriguez, Creative Director of SKARA, The Blade Remains highlights the problems with Valve’s recent move to establish more rules and guidelines for STEAM Early Access.