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December 20, 2014
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December 20, 2014
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Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.

Posted by Laralyn McWilliams on 12/17/14 02:16:00 pm in Design, Console/PC
In no particular order, here are my top five favorite games for 2014!

Posted by Adriel Wallick on 12/17/14 01:51:00 pm in Design, Programming, Production, Indie
After completing the journey to create a game a week for an entire year, it's time to examine how it went and the personal outcomes of the challenge.

Matt is a Senior Producer with 20+ years of console experience. He recently switched to mobile. Would his experience be applicable? Is mobile development that different than console development? 38 days into his new job, Matt explores these questions.

Posted by Dan Jolley on 12/17/14 01:51:00 pm in Design, Console/PC
Part 1 of a series of travelogue/dev journal posts about my three-month stint in Wrocław, Poland working for Techland on Dying Light.

The first in a 4-part series analyzing the results of the Game Outcomes Project survey, which polled hundreds of game developers to determine how teamwork, culture, leadership, and project management contribute to game project success or failure.

Posted by Tyrone Rodriguez on 12/16/14 01:25:00 pm in Business/Marketing, Production, Console/PC, Indie
As a console dev/publisher, we must wear many hats and handle many duties that doesn't always fit the description of a game developer. One of the sticking points I hear with developers typical is addressing ratings, particularly for global releases.

Posted by Jeff Vogel on 12/16/14 01:24:00 pm in Business/Marketing, Production, Console/PC, Indie
Yet another post about the rapidly changing calculations of pricing a PC game. Things are in flux, the business is way more competitive, and nobody knows anything. Come on in and let's all despair together!

Posted by Chris Furniss on 12/15/14 02:21:00 pm in Design, Art, Console/PC, Indie, Social/Online
A brief look at toy-like interfaces in games, and how they work to provide the player with the context needed for mastery and immersion.

Renegade Kid's latest game neo-retro 2D platformer, Xeodrifter, goes under the knife for a postmortem - exposing what went right, and what went wrong!