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April 28, 2017
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Posted by Thomas Grip on 04/28/17 09:21:00 am in Design, Console/PC, Indie
Reality is a fiction created by our brains, a mental model of the outside world. Knowing how this works is crucial to game development and these mental simulations has a huge effect on how a game feels and plays.

Posted by Trent Polack on 04/28/17 09:20:00 am in Design, Console/PC
I wrote a late night ramble thing on WAIT FOR IT systems design! Kinda. Also ghostbusters and persona and MGS5 and Far Cry 2. Which have so much (nothing) in common.

Posted by Joseph Kim on 04/27/17 10:38:00 am in Business/Marketing, Smartphone/Tablet
SEGA Networks and Sensor Tower present the 2016 Mobile Gaming Trends Report: an analytical look at market segmentation and trends in the mobile gaming market.

Posted by Sande Chen on 04/26/17 09:26:00 am in Design, Serious
In this article, game designer Sande Chen recognizes the issues with using virtual reality to promote empathy and social impact.

Posted by John Krajewski on 04/25/17 10:32:00 am in Design, Console/PC, Serious, Indie
Our goals for video games beyond education, and how we believe they can make an impact on education and the environment.

Posted by Niklas Gray on 04/25/17 10:30:00 am in Programming
This blog describes how we set up a one-button build system for the source code at Our Machinery.





Posted by Sara Casen on 04/28/17 09:21:00 am in Business/Marketing, Art, Indie
Here's a simple and straightforward guide on how to cut together and post GIFs showing your game! I'll use the GIFs we have produced for our game Lake Ridden as a case study to help you get started!

Posted by Ruslev Berg on 04/28/17 09:21:00 am in Serious
Read this article to learn several real-world techniques criminals use to infect gamers with malware and spyware.

Posted by Amanda Walters on 04/28/17 09:21:00 am in Art, Console/PC
A deep dive into some of the best old school arcades across the US. Perfect for anyone looking for destinations to reconnect with gamings heritage.

Posted by Devon Wiersma on 04/28/17 09:20:00 am in Design, Console/PC, Social/Online
An examination of the use of Rock Paper Scissors as a game mechanic, including the drawbacks of using it to determine outcomes against AI opponents.

Posted by Ben Sim on 04/28/17 09:20:00 am in Production, Serious
Before the launch of the first installment of the game in 2013, Red Barrels was just another indie developing company from Quebec, Canada. However, when Outlast was finally released, the positive feedback from fans and critics launched the company into...

With the recent announcement of Microsoft planning on allowing gamers to refund games, I want to talk about the issue between developers and consumers.