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August 28, 2016
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August 28, 2016
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I spent several months among the high rollers in a free to play game. Here's what I learned from swimming with the whales.

Posted by Chris Bateman on 08/22/16 06:23:00 am in Business/Marketing, Design
If game design is a craft, what becomes of it when game development is driven solely by financial metrics? Does any of the craft remain?

Posted by Kris Graft on 08/21/16 09:54:00 am in Production, Indie, GDC Europe
I hung out with some of the developers of the InnoGames jam, a 48-hour jam hidden from the crowds of Gamescom in Germany.

Posted by Jobye Karmaker on 08/19/16 05:26:00 am in Design, Production, Art, Console/PC
3 years ago, I shipped my first game, Splinter Cell Blacklist, with the team at Ubisoft Toronto and now I'm taking a look back. We'll be running through 10 anecdotes & takeaways from the production of the map I worked on.

Posted by Tim Merel on 08/18/16 04:20:00 am in Business/Marketing, Smartphone/Tablet, VR
“Stop calling Pokémon Go AR” say the purists. But who cares what you call something that is so successful? Just be glad it happened, and let’s figure out what the mainstreaming of AR means for the AR/VR industry.

Posted by Stieg Hedlund on 08/18/16 04:18:00 am in Design
Continuing on the thread of the rules of games, I compare and contrast similar issues in other media.

Posted by Kevin Trepanier on 08/18/16 04:14:00 am in Design
Writing in video games is not just about the story. In some games there's tons of game rules informations to be conveyed to the player and it got to be done quickly and efficiently.

Sharing the entire process behind building a single major alpha version, from start to finish. Project management and marketing all in one!

Posted by Winifred Phillips on 08/16/16 08:07:00 am in Audio
Good communication amongst team members can make or break the development of a game. This article highlights some GDC 2016 sessions that discuss this topic, and also includes a personal anecdote from the development of the SimAnimals game.

Posted by Chris Solarski on 08/15/16 06:37:00 am in Design, Art, Serious, Indie
An international line-up of indie developers was brought together by the IGDA Switzerland Chapter to discuss the topic of death and consequence in game design. What emerged were varied perspectives that reflected the complex nature of death.