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Tom Battey's Member Blogs

Posted by Tom Battey on Thu, 16 Jan 2014 01:24:00 EST in Business/Marketing, Design, Console/PC, Indie, Crowdfunding
Broken Age represents a new type of gaming experience - one that blurs the line between customer and developer. What does this mean for games criticism?

Posted by Tom Battey on Wed, 04 Dec 2013 02:27:00 EST in Design, Console/PC
In celebration of the recent launch of A Link Between Worlds, I embark on a frankly pointless quest to identify what would make the perfect Zelda game.

Posted by Tom Battey on Thu, 28 Nov 2013 03:18:00 EST in Business/Marketing, Design, Smartphone/Tablet
What happens when you want to pay for a game, but the game doesn't offer you an appealing way to spend money?

Posted by Tom Battey on Thu, 07 Nov 2013 02:49:00 EST in Design, Console/PC
Or: why GTAV fails to tell a Hollywood-style narrative.

Posted by Tom Battey on Fri, 25 Oct 2013 01:23:00 EDT in Social/Online
A heartwarming story about childhood memories, Pokémon, and how the internet has changed how we're growing up.

Posted by Tom Battey on Thu, 17 Oct 2013 01:52:00 EDT in Business/Marketing, Console/PC
Microsoft's cloud-powered Xbox Live Compute program sounds like a bold and potentially game-changing idea. It also sounds like it won't actually work in real life.

Posted by Tom Battey on Fri, 11 Oct 2013 03:30:00 EDT in Design, Console/PC
How the mixed reception of Quantic Dream's Beyond: Two Souls brings to light an interesting case for subjectivity in games criticism.

Posted by Tom Battey on Wed, 25 Sep 2013 03:06:00 EDT in Business/Marketing
Or how Metacritic and our own subconscious minds can turns us into terrible people.

Posted by Tom Battey on Tue, 02 Jul 2013 10:38:00 EDT in Design, Console/PC
I emerge from beneath the weight of a frankly ludicrous Monster Hunter playtime to discuss the psychology of Monster Hunter, and how its design inspires such dedication from its fans.

Posted by Tom Battey on Tue, 23 Apr 2013 06:51:00 EDT in Design
AAA videogames are making themselves daunting to newcomers with closed-minded design, and a vocal minority of game-players celebrate this as an expression of 'depth' or 'complexity.' Why?

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