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September 21, 2014
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September 21, 2014
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Posted by Tanya X Short on 09/16/14 08:01:00 pm in Design, Console/PC, Indie
A designer describes her studio's methods for choosing the level of detail of their procedural generation algorithms.

Posted by Alexander Freed on 09/16/14 07:59:00 pm in Design, Console/PC, Indie
For decades, branching conversation systems have been a powerful tool in game narrative. In part three of our series, we discuss toolsets and how to structure a conversation for easy review and later editing.

Posted by Radek Koncewicz on 09/16/14 03:55:00 pm in Design, Console/PC
A furtive look at the secret history of the Souls games and how a shoddy localization might have sparked the imaginations of its developers.

Posted by E McNeill on 09/16/14 02:48:00 pm in Business/Marketing, Console/PC, Indie, Smartphone/Tablet
Thoughts on the upcoming software catalogue of Gear VR and how mobile VR games will be viewed by players.

Microsoft’s acquisition of Mojang is about the future, not short term economics

I was having a conversation with a friend the other day and reminded about my time in the game industry when I wondered, really wondered, why on Earth I ended up making games for a living. This is my attempt at figuring that out.

Posted by Andrzej Marczewski on 09/15/14 08:51:00 am in Design, Serious, Social/Online
At its heart, is gamification Pervasive User Centric Design? Is it the cross over between real and virtual worlds?

Posted by Chris Hildenbrand on 09/13/14 11:04:00 am in Art, Indie
Another quick tutorial while I am still reworking the space tutorial. This one is another request - how to create rocks, that don't look like clouds.

Posted by Christian Nutt on 09/12/14 03:57:00 pm in Business/Marketing, Console/PC
I wrote that giant history, but here's my personal take.

Posted by Junxue Li on 09/12/14 02:31:00 am in Design, Production, Art, Social/Online, Smartphone/Tablet
This series of posts are about shooting good pictures for 2D game art production. This post is Part 2.