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February 23, 2017
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Posted by Daniel Cook on 02/21/17 08:31:00 am in Design, Social/Online
In many online multiplayer games, players enter as strangers and remain strangers. We can instead design systems that actively encourage friendship formation. A Project Horseshoe report.

Running a great playtest means considering playtester’s every sight, sound and smell to avoid biasing or influencing their feedback. So what should a playtest smell like?

Posted by Nick Pruehs on 02/21/17 07:22:00 am in Programming, Social/Online
In the previous part of this series, we've started to create a small cloud backend with a single actor. In this post, we are adding the web service that is acts as interface between the frontend and the actual backend services.

This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more.

Posted by Henry Fong on 02/17/17 10:25:00 am in Business/Marketing, Console/PC, Indie, Smartphone/Tablet
Estimated at over US$25 billion, China is the biggest gaming market in the world. Government regulations however can pose a challenge to developers so this article aims to provide a better understanding of China's gaming regulations and how to comply.

Posted by Taekwan Kim on 02/17/17 10:24:00 am in Design
Examining Steam Discovery like any other MMO with issues in balancing, matchmaking, information availability, and unintended aggregate results from poorly considered reward structures

Posted by Stanislav Costiuc on 02/15/17 12:13:00 pm in Design, Serious
What I've learned after trying to keep up a video game/design blog on a regular schedule.

Posted by Nick Pruehs on 02/14/17 09:33:00 am in Programming, Social/Online
Getting started with cloud development can be overwhelming at first. In this blog series, I'm walking you through the basics of getting your gaming backend up and running in the cloud and storing your player data in a scalable cloud storage.

Posted by Jo-Remi Madsen on 02/14/17 09:08:00 am in Production
In this post, Jo-Remi Madsen of D-Pad Studio (Owlboy, Savant - Ascent) writes how 'games as service' ended up delaying Owlboy for a long period of time, due to maintaining their first minor title.