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June 29, 2016
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June 29, 2016
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Posted by Richard Hill-Whittall on 06/22/16 10:24:00 am in Production, Indie
Best Buds vs. Bad Guys - about a game I created with my son Lucas, who was 11-years old when we began (he is now 12, fast approaching 13!).

Posted by Isaac Ashdown on 06/22/16 10:21:00 am in Design, Programming, Console/PC, Indie
All Walls Must Fall, the first commercial project from inbetweengames, takes place in the procedurally generated nightclubs of a divided Berlin. In this post, programmer Isaac Ashdown outlines the algorithm used to generate these clubs in Unreal Engine 4.

Posted by Thomas Bidaux on 06/21/16 10:58:00 am in Business/Marketing, Console/PC, Indie, VR
E3 is now over, the weekend has passed, the attendees have flown back to their homes, and it is time for me to go over the media coverage of the events, as is now traditional.

Posted by Alex Nichiporchik on 06/20/16 05:26:00 pm in Business/Marketing
G2A Sold $450k worth of SpeedRunners, Party Hard, and Punch Club.

Posted by Lars Doucet on 06/20/16 03:40:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
Programs can be CPU or GPU bound. Is your game Audience-Bound, Appeal-Bound or Ability-Bound? What's limiting your success?

Posted by Junxue Li on 06/20/16 02:06:00 pm in Design, Art, Smartphone/Tablet
Today people appreciate beautiful hand painted graphics in game. In this article, I show you a few samples of how these paintings are used in mobile games, with pictures from famous games.

Posted by Keith Burgun on 06/17/16 03:19:00 pm in Art, Serious, Social/Online
For too long, we social progressives have turned a blind eye to violence glorification in media, despite increased awareness on other kinds of bad messages.

Posted by Ryan Darcey on 06/17/16 09:28:00 am in Design, Programming, Console/PC
Some tools and tips for analyzing core character movement in 3D, along with some source code to get you started.

I had a chance to check out E3 this week in Los Angeles, and I have some thoughts on where the show might be going, and how it's changing in these new and interesting times.

Posted by Colin Anderson on 06/15/16 01:44:00 pm in Business/Marketing, Indie
We all know creative projects need the right environment around them to flourish. Could something as simple as how we think about our working environments make a difference to the quality of what we make?