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March 27, 2017
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Posted by Nick Pruehs on 03/27/17 10:44:00 am in Programming, Social/Online
In the previous part of this series, we learned how to persist state to a scalable database. Next, we'll be creating the frontend, a small Universal Windows Platform game that accesses our backend.

Posted by Damian Kastbauer on 03/27/17 10:37:00 am in Audio
Between published articles, interviews, and a couple of series, there was more than enough to pull together everything into some semblance of a form. So I self-published a two-volume collection called Game Audio: Tales of a Technical Sound Designer

This week's Video Game Deep Cuts articles/video highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more.

Posted by Bob Whitaker on 03/24/17 09:51:00 am in Design, Production, Console/PC, Serious
Historian Bob Whitaker writes about his experience at GDC 17.

Posted by Timothy Ryan on 03/23/17 06:15:00 pm in Production
It should be no surprise that at a game studio, that some of the production processes, reports and cultural rules become games unto themselves.

Posted by Thomas Grip on 03/23/17 06:14:00 pm in Design
How do you keep the player focused during times of traversal, and avoid turning your game into a walking simulator? This new blog post discusses traversal as more than simply "empty travel time".