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January 16, 2017
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The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Switch's launch, the deep fandom of Pokemon, & lots more.

Posted by Brandon Sheffield on 01/15/17 09:36:00 pm in Business/Marketing, Design, Production, Indie
Starting a video game is a lot easier than finishing it. There are a lot of reasons why things get put to the wayside, and in this 2016 retrospective, we discuss five things that we just couldn't finish.

We talked to former developers from Nintendo, Rockstar Games and Origin for their opinions on Nintendo Switch's Rollout

Posted by Byron AtkinsonJones on 01/13/17 10:41:00 am in Serious, Indie
How I dug myself out of a depression by making a game.

Posted by Stanislav Costiuc on 01/12/17 10:38:00 am in Design, Console/PC
Let's look at the nature of choices in Telltale's The Walking Dead, and how they affect the experience and characters.

Posted by Sande Chen on 01/10/17 09:39:00 am in Design, Indie
In this article, game designer Sande Chen discusses the role of the game designer at game jams and describes her first experience at Global Game Jam.

Posted by Jordi Garcia on 01/13/17 11:25:00 am in Business/Marketing, Production, Console/PC, Indie
This is a post-mortem of Hell Snails, the game that delivered the first MangoJam. We decided to experiment with a game jam as a tool to integrate new members into the development team.

Posted by tushar grover on 01/13/17 10:48:00 am in Design, Production, Console/PC, Smartphone/Tablet, VR
Here we discuss some of the latest gaming trends which could be seen in year 2017 and beyond for the betterment of gaming industry in different ways across the world

Posted by Sarah Herzog on 01/13/17 10:42:00 am in Indie
In indie development, we often talk about "wearing many hats". It means we have to take on a lot of different jobs. What we don't say is that that we might not like or even be good at them!

Posted by Ben Wander on 01/12/17 10:45:00 am in Business/Marketing, Design, Console/PC, Indie
How history can lead to a good future for video games.

Posted by Andrea Baldiraghi on 01/12/17 10:43:00 am in Design, Programming, Indie
We conclude this series investigating what are interesting characteristics of a level and determine if we can now answer our original question: "Can computer-aided puzzle design help us create fair, fun and interesting challenges?"

Matt Cook shares his predictions for cybersecurity in online games for 2017, and discusses potential threats for the coming year.