Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 31, 2015
arrowPress Releases
March 31, 2015
PR Newswire
View All
View All     Submit Event

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

Category: Console/PC

Expert RSS

Posted by Lewis Pulsipher on 03/30/15 01:30:00 pm in Console/PC
Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games).

Posted by Kevin Geisler on 03/30/15 01:30:00 pm in Console/PC
Technical lessons learned from the creation and release of Octodad: Dadliest Catch.

Posted by Brandon Sheffield on 03/29/15 04:47:00 pm in Console/PC
Amanita Design, makers of Samorost, Machinarium, Botanicula and others, took to a curious method to sell games in the Czech Republic: Newspaper stands.

Posted by Keith Burgun on 03/27/15 03:39:00 pm in Console/PC
“Lack of argument clarity” is something that affects game design writers/thinkers in general, and so I’d like to use the example of the "games and stories debate" as a vehicle to explain what I see as a problem with our discourse in general.

Posted by Adam Myers on 03/27/15 03:39:00 pm in Console/PC
Sales figures for Sunless Sea in early access and after launch, with charts.

Posted by Thomas Bidaux on 03/26/15 02:03:00 pm in Console/PC
I wanted to share the presentation I gave this year at GDC during the Free-to-Play Summit. The lectured was framed as PR for F2P games in Europe, but at the end, it was more a “PR for F2P games” in general, with a side of European specific comments in it.