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May 4, 2016
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Posted by Taekwan Kim on 05/04/16 01:40:00 pm in Design
Consequence in games doesn't always have to be about permanent failures.

Posted by Stephen McArthur on 05/04/16 01:40:00 pm in
Due to a quirk in trademark law, a successful Kickstarter campaign provides you zero protection over the title of your game. There is only one way to protect a game title while crowdfunding during development.

Posted by Winifred Phillips on 05/03/16 02:06:00 pm in Audio
This article shares music production tips from the GDC 2016 talks of Laura Karpman and Garry Taylor. I've also shared practical examples from my experience composing for live orchestra for the Ultimate Trailers album (including listening samples).

Posted by David Mullich on 05/02/16 08:44:00 pm in Production
The internet has made all kinds of content available for anyone in the world to access.  However, that doesn’t mean that it is free to take and use for your own purposes. Here's a primer on intellectual property protection for game developers.

Posted by Mike Rose on 05/02/16 08:44:00 pm in Business/Marketing, Indie, VR
tinyBuild recently announced and showcased our first VR game at PAX. Here's how showing Stage Presence to thousands of PAX goers went.

Posted by Lewis Pulsipher on 04/29/16 03:16:00 pm in Design, Console/PC
Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.