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March 31, 2015
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March 31, 2015
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Category: Console/PC


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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.