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September 28, 2016
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September 28, 2016
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Posted by Jason Bakker on 09/23/16 09:30:00 am in Design
Our team is creating a game that is best defined as a real-time story. In this post I cover what a real-time story is, talk about our main influences - The Last Express and Sleep No More - and discuss the design constraints we've chosen for the game.

Posted by Stanislav Costiuc on 09/22/16 09:57:00 am in Design, Console/PC, Indie, Smartphone/Tablet
In this post I examine the mobile-to-console port of Badland.

Can taste be learned and acquired? I think you can and should learn to discern your own sense of taste, if you want to make compelling media.

Posted by Winifred Phillips on 09/19/16 10:59:00 am in Audio, VR
This article by video game music composer Winifred Phillips explores the technology of audio headphones built specifically for virtual reality. Topics include galvanic vestibular stimulation, VR motion sickness issues and ergonomic design considerations.

With iOS 10, iMessage now has 3rd party apps. Because these apps sit in the context of a chat session, and players can add apps during a chat session, this makes player to player social gaming far more appealing by removing friction in the process.

The latest Video Game Deep Cuts compilation of intriguing video game longreads from around the web includes the upcoming death of the 'light gun' game, the trickiest Myst puzzle around, & lots more.

Posted by Keith Fuller on 09/16/16 09:47:00 am in Business/Marketing, Production
Most leaders I encounter in game dev (myself included) were thrust into their first leadership role with no preparation. I help reverse that trend by training managers. Here's the most comprehensive curriculum I've ever created. Part 3 of 3

Posted by Bryant Francis on 09/16/16 09:45:00 am in Design
Blue Isle Studios' Valley can feel a lot like BioShock sometimes, and that's not just because it's a retro sci-fi dystopia. But by aiming a little smaller, it may succeed at some things that BioShock didn't quite land.

In this article, I tried to answer the question "Why Successful Games in China Rarely Obtain the Equivalent Success in the West". I explained some of the differences in taste, culture, monetization mindset, and development mentality between East and West.

Posted by Charlie Cleveland on 09/15/16 10:31:00 am in Design, Indie
Designing a game often feels like finding your game. And yourself. From the designer of Subnautica and Natural Selection 2.