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March 29, 2017
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Posted by Sande Chen on 03/29/17 10:00:00 am in Business/Marketing, Design, Serious, Indie
In this article, game designer Sande Chen explains the process of "learnification," as opposed to gamification.

Posted by Thomas Bidaux on 03/28/17 11:34:00 am in Business/Marketing, Console/PC
Switch launch and its media coverage. Can Nintendo recover from the Wii U total lack of media appeal?

Posted by John Harris on 03/28/17 09:40:00 am in Design, Programming
Details on Pac-Man's little-known ghost passthrough bug and why it happens, an excerpt from the book Bug Voyage in the current Rogue Souls Storybundle.

Posted by Nick Pruehs on 03/28/17 09:37:00 am in Programming, Social/Online
In the previous part of this series, we created the frontend, a small Universal Windows Platform game that accesses our backend. Finally, we'll be deploying the whole application to the cloud.

Posted by Pascal Bestebroer on 03/27/17 05:18:00 pm in Business/Marketing, Serious, Indie
How I've been, slowly, expanding my fan-base in a niche market without creating a true hit-game but with respecting my audience and always putting them at the front of my business decisions.

During the work on our in-house game engine, the ABYSS Engine, I have come across a few rules, ideas and tips that help us make sure we have a nice work environment, clean code base, neat project setup and an overall high-quality software product.

Posted by Rachel Presser on 03/29/17 10:08:00 am in Business/Marketing, Indie
We keep hearing the clarion call of "There's too many games!" Is there really? Are we facing a crisis-- or just growing pains as an industry?

Posted by Ben Sim on 03/29/17 10:06:00 am in Business/Marketing, Serious
Influencer marketing is the hottest trend in the marketing world right now. The question is if you should consider this form of marketing for your mobile game and is it worth the cost?

Posted by David Osorio on 03/29/17 10:05:00 am in Design, Console/PC
Through this article I will talk how Rolling Bob's HUD was designed from the scratch and how evolve by team work and iteration.

Posted by Mark Gregory on 03/29/17 10:02:00 am in Serious, Indie
Here I talk about my own experiences with being an independent developer whilst having a full-time 9-5 job.

Hello, I’m Antonio Uribe, better known as Fáyer. I’m the Co-founder and Director of HyperBeard Games, an indie game studio based in Mexico City. The following text is a combination of an analysis and the story about the development of KleptoCats.