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November 22, 2018
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Posted by John Harris on 11/19/18 12:24:00 pm in Design, Console/PC, Indie
An interview with ADOM creator Dr. Thomas Biskup, about the game's recent arrival on Steam and various other things, both about it and in general.

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.

Posted by Stanislav Costiuc on 11/19/18 12:17:00 pm in Design, Serious
In this streamlined version of a talk I gave about a year ago, let's discuss how games can use interactivity to create strong emotional bonds with the players.

This week's highlights include a look at the U.S. grandmaster vying for the world chess championships, a diary playing through Bethesda's oddly emergent Fallout 76, and a host of other notable pieces.

Posted by John Harris on 11/15/18 11:13:00 am in Design, Art, Console/PC, Indie
Interview with Josh Ge, Creator of the sci-fi, robot-focused roguelike Cogmind, about it and many things about its design and creation.





Posted by Jason Yu on 11/21/18 01:53:00 pm in Audio, Console/PC
A look at the music of Breath of the Wild and how it breaks convention from "traditional" Zelda music, highlighting the creative use of non-looped music.

When the folks over at thatgamecompany start moving on a new project hoping to follow up the success of their previous games Journey and Flower, there was only one person they trusted to help head up development, Eric Koch. Eric’s career started out in

Posted by Pete Lewin on 11/20/18 11:58:00 am in Business/Marketing
Epic Games faces potential lawsuit over 'stealing' popular dance moves. But is there any legal merit here? Are dance moves actually protected by copyright?

Posted by Caleb Compton on 11/19/18 12:25:00 pm in Business/Marketing, Design, Production
The second in my "Game Designer Spotlight" series, this time focussing on the incredibly prolific Reiner Knizia. I look at his design process and philosophy, and try to figure out how he makes so many darn games!

Posted by Ryan Sumo on 11/19/18 12:23:00 pm in Production, Indie
I talk about some of the productivity tools like Flock, Hacknplan, and Airtable that we use to make making games easier.

Posted by Jair McBain on 11/19/18 12:16:00 pm in Design, Indie
As a brand new, game crafting duo with a burning desire to become sustainable, what we needed on our side was experience, confidence and data. In this article, I will cover what we've learned so far from tackling a 2-month development and release cycle.