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April 16, 2014
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April 16, 2014
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Posted by Harvard Bonin on 04/12/14 03:29:00 pm in Production, Console/PC
Video game production has been an undefined and a misunderstood craft within our business. How can we, as producers, strive to improve our craft? This article discusses ideas on this topic.

Posted by John Polson on 04/11/14 05:14:00 pm in Design, Console/PC, Indie, VR
"Everyone else is doing immersion wrong," says Please Don't, Spacedog! developer KO-OP Mode. They used the Oculus and a MIDI device to put players somewhere new, and it was a big hit at alt.ctrl.GDC last month.

There are two important surveys running right now - one is focused on development trends, platforms, and tools; the other is focused on developer job satisfaction and quality of life issues. We are looking for your support and feedback.

Posted by Stephen Dinehart on 04/11/14 02:34:00 pm in Audio, Design, Programming, Art
Want to start a revolution? What if your talent was judged by your portfolio instead?

Posted by Xing Wang on 04/11/14 11:33:00 am in Design, Production, Social/Online, Smartphone/Tablet
The importance of story in games is often controversial, especially in F2P games/GaaS. The decision of adding stories or not to a F2P game often pits designers against Product Managers (PMs) on the same team and data vs. intuition.

Posted by Dan Marshall on 04/11/14 06:50:00 am in Business/Marketing, Production, Indie
Being an indie dev is brilliant and fun, but there's always dull paperwork to do. Here's what to expect, and how to get it done sharpish.

An important challenge in analytics is to make results accessible. Here we describe the process of developing a method for generating behavioral profiles of players, and visualizing how players migrate between profiles over time.

Posted by Michael Fitch on 04/10/14 02:14:00 pm in Design, Social/Online
Digital mediation of identity can be challenging, but it is changing the dynamics of how others know us as well as how we know ourselves.

Posted by Scott Brodie on 04/10/14 01:39:00 pm in Design, Console/PC, Indie
A common concern about the Hero Generations concept is that the "1 Turn = 1 Year of Life" rule in Hero Generations feels limiting. This article explains how the rule came about and why it leads to long term fun, thoughtful, and strategic gameplay.

Shadow Blade is an action platformer for the mobile devices that was released this January. The following is a postmortem about the main challenges during the development of this game.