Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:



Expert RSS


This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.

Posted by Winifred Phillips on 08/14/18 07:44:00 pm in Audio, Business/Marketing, VR
Video game composer Winifred Phillips explores how composers can learn about Virtual Reality through VR arcades. Includes the history of some major international VR arcade franchises, with success stories and possible future developments in the field.

Posted by Neil Schneider on 08/13/18 11:46:00 am in Business/Marketing, Console/PC, Smartphone/Tablet, VR
Billions of dollars later (and many more to come, I'm sure), seemingly wild investments in Magic Leap, Oculus, and more are put into future computing perspective.

This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.

Posted by Ben Weber on 08/10/18 09:24:00 am in Programming, Smartphone/Tablet
Procedural content generation needs automated playtesting, here’s one approach to explore.

This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.





Posted by Michael Heron on 08/17/18 06:42:00 pm in Business/Marketing, Design, Production, Serious
Launching a crowdfunding effort, whether Kickstarter or Patreon, can be a source of anxiety. It's a mark of confidence in your work, and might be fundamental to its continuation. Still, it's also stressful and this post discusses my experiences.

Posted by Julia Murczek on 08/17/18 01:47:00 pm in Design, Indie
In this multipart series about the development of Lightfield we take a look back at some of the different areas. In this part I talk about the challenges we had to overcome when designing the race tracks for the omnidirectional parkour-style racing game.

Posted by Jrg Friedrich on 08/17/18 01:47:00 pm in Design, Serious, Indie
Battling the Nazis in World War 2 is a frequently-used setting in video games. Yet, in Germany, the homeland of the Nazis, video games were not allowed to show any of their symbols. This has changed now. Here is how, why and what this means.

We have released Black & White Bushido on PC, PS4 and Xbox One. In autumn 2018 we will release the game on Nintendo Switch, but first we wanted to take a look at what we have learnt so far on our journey, what went right and what we would do differently.

Posted by Victor Sanchez on 08/15/18 07:03:00 pm in Design, Programming, Console/PC, Indie
What is Systemic Narrative and how it can improve current narrative approaches?

Posted by Adrian Hawkins on 08/15/18 07:02:00 pm in Design, Programming, Indie
In parts 1 and 2 we talked about the design of our Discord RPG; part 3 of this blog series covers the technology used to build it, including servers, database and API choices.