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October 21, 2016
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Posted by Ryan Darcey on 10/21/16 09:02:00 am in Programming, Console/PC
Explains how to setup your UE4 code project to use P4 as your main source depot and how to integrate latest releases of the engine from Epic's GitHub source depot.

Tips for strengthening your creative process, and techniques to help you capture your creative ideas.

Posted by Stanislav Costiuc on 10/20/16 09:48:00 am in Design, Console/PC
In this second part of the post about Hero's Journey, I examine how Vogler's Hero's Journey structure is applied to Brothers: A Tale of Two Sons.

Posted by Andreas Papathanasis on 10/19/16 10:02:00 am in Business/Marketing, Smartphone/Tablet
After my first post about the tech arms race in the AAA space, I ponder why the same mindset isn't prevailing in mobile games.

Posted by Sande Chen on 10/19/16 10:00:00 am in Design, VR
In this article, game designer Sande Chen compares writing for VR to game writing and explains how game writing fulfills a bigger role in the game than just providing story and plot.

Posted by Thomas Bidaux on 10/18/16 09:39:00 am in Business/Marketing, VR
With the 3rd main VR headset now out and available to all, I had a look at each of the launches media coverage.

Today's post looks at why morality choices don't lead to interesting decisions on the player's part, and how there is a better alternative.

Posted by Piotr Lipert on 10/21/16 09:03:00 am in Business/Marketing, Programming
A 1.5 minute video is worth 2.7 million words. Youtubers need games to cover and developers need coverage. This digital mycorrhiza benefits both parties greatly. I'll try to share both my experience and tools to help you find your own Youtube allies.

Posted by Arto Koistinen on 10/21/16 09:02:00 am in Design, Console/PC, Indie, Smartphone/Tablet
In the second part of the Building an RPG Battle System article I take a look at the second game, Trulon: The Shadow engine and the lessons learned from its design, including designing randomness, the core loop and handling player feedback.

With an increasing number of game developers using a backend-as-a-service (BaaS) platform to implement the server components of their games, it's important to select a platform that is designed around the needs of games.

While we are seeing a steady decline in the efficacy of virtual reality, which many technology pundits were lauding as the "future of gaming," one medium of gaming is being almost-painfully overlooked: mobile gaming.

Posted by Malcolm Pierce on 10/20/16 09:48:00 am in Design, Production, Indie
Woodsy Studio is switching from Gamemaker Studio to Unreal Engine 4, a decision brought about by a desire to move into 3d backgrounds, technical limitations, and a dash of contrarianism.