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A pending deal by League of Legends maker RIOT Games to sell the eSports distribution rights to their game for nearly $100M a year signals the start of a real eSports era. How can developers and investors get a piece of the action?

Posted by Junxue Li on 12/07/16 11:40:00 am in Design, Production, Art, Smartphone/Tablet
This article includes a comprehensive list of specs for mobile game Saga Map creation. If you are making map art for a client, or need assign such a map creation task to your team, you can use this article for initial communication.

Posted by Sande Chen on 12/07/16 11:38:00 am in Design, Smartphone/Tablet
In this article, game designer Sande Chen reflects on the level design of puzzle games and how allowing the player to win can help in the success of the game.

Posted by Pete Ellis on 12/06/16 03:04:00 pm in Design, Console/PC
A look at how the arrangement of geometry for an environment influences and affects the difficulty of a combat encounter by effecting enemy behaviour.

The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines Dishonored 2, the making of Majestic & GTA V's Easter Eggs.

Posted by Alex Nichiporchik on 12/05/16 09:35:00 am in Production, Art, Indie
An art-guide to Punch Club's pixel art

Posted by Alex Riviere on 12/07/16 11:41:00 am in Audio, VR
Loudness standardization has started for regular console games based on broadcast standards. Those standards being primarily set for television, should VR games, as part of a new form of media, adopt its own legislated standard(s)?

There have been many articles written about how to make a game, but how to NOT make one?

Posted by Bharat Mamtora on 12/07/16 11:39:00 am in Business/Marketing, Indie
Perfect Tips for iOS game developer will definitely help. Here I discussed about Unique concept, simplicity, design, use of tools etc. hope it will helpful.

Posted by Peter de Jong on 12/06/16 09:50:00 am in Audio, Indie
We'll have some bonus topics for you too, like today'

Posted by Joris Van Goidsenhoven on 12/06/16 09:42:00 am in
Part 3 of all the research and design I did to get our monetizzation model into our game.

Posted by Dani Garcia on 12/06/16 09:42:00 am in Design, Console/PC, Indie
We've spent a huge amount of time designing and tweaking Alchemic Jousts' gameplay and mechanics. I wanted to share them and show how we avoided using random elements in order to achieve a deep and fair gameplay.