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July 25, 2016
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July 25, 2016
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Posted by Leszek Godlewski on 07/21/16 04:53:00 pm in Programming, Console/PC, Indie, VR
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.

Posted by Junxue Li on 07/21/16 12:56:00 pm in Smartphone/Tablet, VR
This article introduces some special smart phones, for example those are able to play exclusive VR games, and those can take underwater shots, etc.

Posted by Thomas Bidaux on 07/20/16 01:03:00 pm in Business/Marketing, Smartphone/Tablet
Currently there is no way to miss Pokemon Go. In its short lifetime, the game is breaking records left and right like being the biggest mobile game in the US ever or attracting more users than services like Twitter or Tinder.

Why does Pokémon Go need propping-up from the hundreds of how-to guides that have popped up this week? This article highlights how Niantic have broken or ignored principles for designing a learnable game.

Posted by Sande Chen on 07/20/16 01:02:00 pm in Design, Programming, Production, Console/PC, Serious, Indie
In this article, game designer Sande Chen describes what happens when players have a supercomputer for a mentor and what this development means for games in the future.

Posted by Stieg Hedlund on 07/19/16 01:56:00 pm in Design
This post is about a language I created for the game ChronoBlade, with some things about worldbuilding and game narrative thrown in.

Posted by Benjamin Quintero on 07/19/16 01:53:00 pm in Business/Marketing, Indie
If you thought video games were about passion, you've never made a tabletop game.

Posted by Bryant Francis on 07/18/16 01:04:00 pm in Design, Smartphone/Tablet
The wildfire success of Pokemon Go may be a good argument for thinking about game systems as a language, not just an architecture for play.

The game industry has given us benchmark metrics (ARPPU, conversion rates, etc.) that aren't very useful to developers. Monetization expert Bill Grosso explains why, and calls on the industry to embrace metrics that are more effective for growth & revenue

Posted by Stanislav Costiuc on 07/15/16 10:40:00 am in Design, Console/PC
In this post I examine how Assassin's Creed: Brotherhood creates a wholesome, engaging experience for the player.