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March 24, 2017
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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.

Posted by Thomas Grip on 03/23/17 06:14:00 pm in Design
How do you keep the player focused during times of traversal, and avoid turning your game into a walking simulator? This new blog post discusses traversal as more than simply "empty travel time".

Brief overview of the GDC 2017 UX summit sessions.

Posted by Urbain Bruno on 03/23/17 05:51:00 pm in Business/Marketing, Design, Production, Art, Indie
A bit of a post-mortem, a bit of marketing article, a bit of art. We were lost but ultimately found our way, it was the best of time, it was the worst of time. A retrospective of the development of our typing adventure game Epistory.

Posted by Nick Halme on 03/22/17 11:05:00 am in Design, Production, Serious
Is it possible to respect developers while disliking some aspect of their work? Is criticism tantamount to disrespect? Why are we all so on edge after the release of Mass Effect: Andromeda?





Posted by Josh Bycer on 03/24/17 09:53:00 am in Business/Marketing, Production
Today's post looks at the debate of used games and what it means for stores, consumers and developers/publishers in the growing digital landscape.

Posted by Peter de Jong on 03/24/17 09:52:00 am in
Our game designer Wytze shares some of the design changes we have planned for the behemoths at the center of every game of Antegods, the titans!

Posted by Jeremy McCurdy on 03/24/17 09:52:00 am in Design, Indie, VR
Having a character that works within your game's mechanics can act as a fun and accessible tutorial system. Our approach avoids the need for a skip button without wasting the player's time.

Posted by Ketan Kulkarni on 03/24/17 09:50:00 am in Design, Console/PC
Article puts light on the problem of re-traversal in side quests design of the open-world Games.

As you becoming more involved with VR you will face more competition.