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August 3, 2015
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August 3, 2015
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Posted by Warren Spector on 08/03/15 04:08:00 pm in Design
People think of narrative as a series of events involving setup, complication, resolution and denouement. That's fine, but leaves out "having something to say" and, for games, one thing more. This post is about two overlooked elements of game narrative.

Posted by Kyle Pittman on 08/03/15 03:28:00 pm in Business/Marketing, Production, Indie
Interested in demoing your indie game at an upcoming gaming event? Here are some tips for first-time exhibitors.

Adaptive music is discussed through a real world integration example of Elias and the VR game Stampede. I demonstrate how simple it is to integrate with Unity, discuss the performance and memory usage (only .2-.3% CPU and .2 MB of audio memory typically.)

Kristian Segerstrale, COO and Executive Director at Super Evil Megacorp, shares five lessons learned developing unapologetically core MOBA Vainglory for touch devices.

Posted by Asher Einhorn on 07/31/15 03:51:00 pm in Design, Console/PC, Indie
Dynamic difficulty is hated when done badly, but games that don't include it at all are often frustrating. Our jobs as developers is to try and find the sweet spot.

Game writer and longtime GDC speaker Evan Skolnick shares an excerpt (including previously unpublished content) from his recent book, Video Game Storytelling: What Every Developer Needs to Know About Narrative Techniques.