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January 23, 2017
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Posted by Edward McNeill on 01/17/17 09:12:00 am in Programming, Indie, VR
Optimizing a Unity game for the Gear VR.

Posted by Ben Weber on 01/16/17 12:30:00 pm in Business/Marketing, Programming, Smartphone/Tablet
An overview of how Twitch uses staged rollouts to perform experiments, biases we found, and methods we use for significance testing.

The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Switch's launch, the deep fandom of Pokemon, & lots more.

Posted by Brandon Sheffield on 01/15/17 09:36:00 pm in Business/Marketing, Design, Production, Indie
Starting a video game is a lot easier than finishing it. There are a lot of reasons why things get put to the wayside, and in this 2016 retrospective, we discuss five things that we just couldn't finish.

We talked to former developers from Nintendo, Rockstar Games and Origin for their opinions on Nintendo Switch's Rollout

Posted by Byron AtkinsonJones on 01/13/17 10:41:00 am in Serious, Indie
How I dug myself out of a depression by making a game.

Posted by Stanislav Costiuc on 01/12/17 10:38:00 am in Design, Console/PC
Let's look at the nature of choices in Telltale's The Walking Dead, and how they affect the experience and characters.

Posted by Sande Chen on 01/10/17 09:39:00 am in Design, Indie
In this article, game designer Sande Chen discusses the role of the game designer at game jams and describes her first experience at Global Game Jam.

Posted by Jesse Harlin on 01/10/17 09:26:00 am in Design, Production, Console/PC
Garbage has always been a part of the Fallout landscape, but the addition of a junk-into-crafting system new to Fallout 4 had an unexpectedly emotional reaction on me.

Thinking about what it means to be over fifty in game development prompted me to make a list of what I consider the twenty most important things I've learned over the years. All of these lessons came from making mistakes and learning from them.