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March 28, 2017
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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.

Posted by Nick Pruehs on 03/27/17 10:44:00 am in Programming, Social/Online
In the previous part of this series, we learned how to persist state to a scalable database. Next, we'll be creating the frontend, a small Universal Windows Platform game that accesses our backend.

Posted by Damian Kastbauer on 03/27/17 10:37:00 am in Audio
Between published articles, interviews, and a couple of series, there was more than enough to pull together everything into some semblance of a form. So I self-published a two-volume collection called Game Audio: Tales of a Technical Sound Designer

This week's Video Game Deep Cuts articles/video highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more.

Posted by Bob Whitaker on 03/24/17 09:51:00 am in Design, Production, Console/PC, Serious
Historian Bob Whitaker writes about his experience at GDC 17.

Posted by Timothy Ryan on 03/23/17 06:15:00 pm in Production
It should be no surprise that at a game studio, that some of the production processes, reports and cultural rules become games unto themselves.

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 Mata Haggis on 03/27/17 10:42:00 am in Design, Console/PC, Indie, Social/Online
New research is underway into the relationship between games, developers, academics, and wider society. The first result might not be very surprising: games developers don't research papers. If you did find that surprising, you are probably a researcher.

Posted by Gabriel Axinte on 03/27/17 10:41:00 am in Design
In this post I will anylise the way Uplink transfers it's themes onto the player through clever design choices.

Posted by James Buckle on 03/27/17 10:40:00 am in Business/Marketing, Production, Indie
I've come to the end of my Early Access period and I'm wondering is it worth it, or is Early Access dead?

Posted by Justin Carroll on 03/27/17 10:40:00 am in Business/Marketing
You’re getting ready to launch your next best indie game, and you want to know how much you should spend on marketing. This article breaks down about what that is in terms of your time, but also considers the cost of having someone else do it.

Posted by tushar grover on 03/27/17 10:39:00 am in Programming, Production, Console/PC, Serious
Here we discuss some of the core and important strategies of real-time strategy based games that has been willing to conquer bigger market share in gaming industry to make its presence felt in the hearts of gamers and design studios