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July 29, 2016
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July 29, 2016
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Posted by Brice Morrison on 07/29/16 10:37:00 am in Design, Smartphone/Tablet
Pokemon Go has the unique ability to create systemic crowds of players in real world locations. What are the components of this system, and how could it be replicated?

In this podcast, writer and game designer Sande Chen, writer and designer C.J. Kershner, and game designer Ryon Levitt discuss the issue of games with mature themes.

Posted by Stanislav Costiuc on 07/28/16 10:08:00 am in Design, Console/PC
Sharing what I've learned about open-world mission design from analyzing Assassin's Creed III

Posted by Josh Foreman on 07/27/16 10:26:00 am in Design, Indie
How Rogue-Lites are making me a better person.

Posted by Winifred Phillips on 07/26/16 06:29:00 pm in Audio
This article offers tips for how to break in and establish a career as a game composer, including personal anecdotes on breaking into the industry, strategies for effective career networking, and advice for communicating with development teams.

Posted by Brian'Psychochild' Green on 07/26/16 06:28:00 pm in Design, Indie, Social/Online
Metrics were discussed by MMO developers, but it was the social game developers who took the idea and ran with it. How should a modern game designer work with metrics?





Discover O was a super casual game on the surface, but for anyone coming into mobile game development afresh, this post will give you an inside look at the systematic process that goes into building, publishing and measuring a mobile game.

Posted by Yik-Sian Seow on 07/29/16 06:03:00 pm in Business/Marketing, Serious, Indie
This was a post on the Worthless Bums blog on 27 August 2015. It covers what games are in terms selling them and provides a brief overview of actions to take when marketing your game online. Original Post: http://www.worthlessbums.com/blog/2015/08/27/

Posted by Emeric Thoa on 07/29/16 10:40:00 am in Design, Console/PC, Indie
Following the launch of Furi - the boss rush game for PC/ PS4 - Emeric Thoa is sharing thoughts on some of the hard design decisions behind making a game that's not meant to please everyone but strives to create strong memories for its intended audience.

Redesigning the main character of a game after launch is something very rarely seen in games, especially after 30 months of development. In this article we analyse the story and reasons behind this and other steps we took in Flat Kingdom.

Posted by Michael Heron on 07/29/16 10:38:00 am in Design, Production
This series sets out the historical roots of the text puzzle and the influence it has had on the evolution of video games. It begins with the first text adventures, moves on to the representation of the quest within MUDs. Part one of two.

Posted by Scott Fine on 07/29/16 10:37:00 am in Design, Serious, Social/Online, Smartphone/Tablet
In this post we're going to try to crack open Pokémon Go and determine how and why each pokémon are placed.