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May 30, 2016
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Posted by Keith Burgun on 05/24/16 02:02:00 pm in Design, Console/PC, Smartphone/Tablet
Designer Keith Burgun makes the case for why single-player should be perhaps considered the ideal/default way to make strategy games.

A look at coming "cloud based" game development methods compared to traditional development from the perspective of one veteran video game developer. This article is intended to be informative to non-developers as well as developers.

Posted by Aidan Minter on 05/23/16 02:05:00 pm in Business/Marketing, VR
With the arrival of VR, this blog post looks at the 5 fundamental aspects of marketing and promotion which are essential if your product is to succeed.

Posted by Stanislav Costiuc on 05/20/16 06:50:00 pm in Design, Console/PC
With the help of self-made 'mission design heatmaps', I look at the efficiency of open-world space usage in Assassin's Creed II missions.

Posted by Mary Min on 05/20/16 06:50:00 pm in Business/Marketing, Smartphone/Tablet
Clash Royale was cloned in China's massive mobile game market in just a week, becoming just the latest victim of Chinese piracy. Security expert Mary Min explains why this problem is so pervasive - and how developers can prevent it from happening to them.

Posted by Jonas Antonsson on 05/20/16 06:47:00 pm in Business/Marketing, Indie
Raw Fury is an indie game publisher (or micro publisher or whatever they're calling us). Kathy Rain, our second title, was a critical success. It wasn't a financial success though, at least not yet. Despite that we'll continue funding the studio.

Posted by Mike Sellers on 05/19/16 01:51:00 pm in Design, Art
How do real-world production decisions affect the look of game characters? This is the subject of a new study from the Media School at Indiana University that is looking for industry participants.

In this article, game designer Sande Chen argues that commercial game developers can benefit from adapting their games for education.

Posted by Alvaro Vazquez de la Torre on 05/19/16 01:51:00 pm in Business/Marketing, Design, Production
Since it's been around for a longer time than videogames, let's rip off experiences from the Cinema history and make our industry better!

Posted by Billy Garretsen on 05/18/16 06:20:00 pm in Business/Marketing, Art, Console/PC, Indie
Learn about ArtCraft Entertainment's brand development process used to create throne war MMO and Kickstarter success, Crowfall. We dissect and pass on insights for logo creation, visual identity and the impact of community.