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January 16, 2019
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Posted by Thomas Grip on 01/15/19 10:39:00 am in Design, Console/PC
Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.

Posted by Niklas Gray on 01/15/19 10:33:00 am in Programming
A description of how we do UI localization in The Machinery.

Posted by Thomas Bidaux on 01/15/19 10:26:00 am in Business/Marketing, Console/PC, Indie
A look at 2018 numbers for crowdfunding and video games.

Posted by Winifred Phillips on 01/14/19 08:09:00 am in Audio, VR
Game composer Winifred Phillips presents an annual VR audio resource list for game audio pros. Included: technology and tools, methods and techniques, communities and organizations, and popular VR conferences.

This week's highlights include pieces on formidable '90s-style first-person shooter Dusk, the classic '80s game that inspired the Black Mirror episode Bandersnatch, and a surprising mega-roundup of 2018's best 'game jam' games.

Posted by Ryan Darcey on 01/11/19 03:46:00 pm in Production
An addendum to my "Designing a Production Process" series that describes how to further utilize your issue tracking database to support it.





Posted by Matthew McCaffrey on 01/15/19 10:40:00 am in Business/Marketing, Serious
Either businesses are regulated by consumers, or by government. The loot box saga has shown how one of the world's largest developers can be humbled by its customers without the “help” of politicians or new legislation.

Posted by Caleb Compton on 01/15/19 10:31:00 am in Design, Console/PC, Serious, Indie, Social/Online
In my experience, Player Morale is one of the biggest indicators of whether somebody will sit through your game and want to play it again. One component of raising player morale is to make everybody feel that they have a chance to win. Part 2 next week.

Posted by Justin Reeve on 01/15/19 10:29:00 am in Design, Console/PC
Ni no Kuni 2 is basically a collection of mechanically diverse minigames. What keeps the overall experience from feeling cobbled together? This article dives into how Ni no Kuni 2 defies the typical categories of game design.

Posted by Benjamin Rivers on 01/14/19 05:46:00 pm in Business/Marketing, Indie
Small developers often feel like they lose business momentum between launches. Here are four lessons that helped us grow our business in 2018, even though we didn't release a new game.

Rise's main mechanic was first designed during a game jam on the 7th of July 2017, after 3 disappointing iterations we finally started development on the 21st of November 2018.

Posted by Matthew McCaffrey on 01/14/19 08:08:00 am in Business/Marketing, Serious
If consumers and regulators continue their joint opposition to the industry, and if the industry fails to placate them, it won’t remain independent for long.