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Posted by Winifred Phillips on 11/13/18 10:34:00 am in Audio, VR
Game composer Winifred Phillips looks at developments with VR platforms & their SDKs, focusing on audio issues. Included: Soundfield for AR, Spatial Sound for AR/MR, audio improvements in the Vive & Oculus SDKs, & audio for the new untethered platforms.

Posted by Dale Crowley on 11/12/18 10:49:00 am in Audio
Adaptive music has come a long way in the past several years with custom middleware solutions like Elias. This article provides a step by step guide to re-creating an adaptive music project in Elias Studio.

This week's highlights include a look at the baffling The Quiet Man, a piece on HQ Trivia's struggles to continue its success, and a look at how credits in video games still aren't going quite right.

Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Retrospectives are a powerful tool for Producers, but they're often underused. In this blog I outline how I run retrospectives and why I believe they're powerful.

Posted by Chris Kerr on 11/08/18 10:29:00 am in Audio, Production, Console/PC
Here's the full 5000+ world Q&A with Shadow of the Tomb Raider audio director Rob Bridgett and composer Brian D'Oliveira, digging into the tools and techniques the pair used to create a soundscape fuelled by fear.





Posted by Jessica Paek on 11/14/18 10:01:00 am in Business/Marketing, Indie, Social/Online
We’re kicking off our collaborative article series, where we sit down with game developers and help tell their stories. The first installment comes from Wase Qazi, developer of Skyhook and Shotgun Farmers.

Posted by Vincenzo Pirrottina on 11/14/18 09:58:00 am in Design, Programming, Indie, Smartphone/Tablet
The first and most important step to create an interesting and playable digital wargame is to choose the right ingredients.

Posted by Zulu OneZero on 11/14/18 09:56:00 am in
The why and how of using the overriding directive in game programming

Posted by Josh Bycer on 11/14/18 09:56:00 am in Business/Marketing, Design, Console/PC, Indie
Today's post looks at how the bar continues to be raised for design and aesthetics, and what that means for working on the next "big hit."

Posted by Florencia Minuzzi on 11/14/18 09:50:00 am in Design, Art, Console/PC, Indie
An analysis of the UI and text effects in Restless. Explores factors to be considered when creating new UI – from button shapes to speech bubble layout – as well as ways to create a positive reading experience using text effects.

Posted by Michael Heron on 11/13/18 10:27:00 am in Business/Marketing, Production, Serious, Social/Online
Review scores have become very unfashionable. They've been replaced with badges, recommendation lists, and a whole pile of categorizations. Largely though the problem here isn't with review scores. It's in how people use them.