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November 19, 2018
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Posted by Om Tandon on 10/29/18 11:16:00 am in
"Daily Routine" features that bring players repeatedly back to games are fast becoming a trend, in this post a close look at the Persuasive UX principles that Game & UX designers use to intrinsically motivate players to keep coming back for more!

This year's record $25 billion games deals over just 9 months could mean we've hit the top of the market, as detailed in Digi-Capital's new Games Report Q4 2018. Last time this happened, there was a games deals ice age at the lowest level for a decade.

Posted by Stanislav Costiuc on 10/29/18 10:38:00 am in Design, Console/PC
Let's dissect the swinging, combat and content of Marvel's Spider-Man.

Posted by Josh Ge on 10/29/18 10:35:00 am in Design, Programming, Production, Art, Serious, Indie
A comprehensive primer on how to get started with roguelike development, guidance and tips in 5,500 words and 84 images. (A text version of the opening talk at Roguelike Celebration 2018.)

This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.

Posted by Luke Schneider on 10/26/18 10:00:00 pm in Business/Marketing, Indie, Smartphone/Tablet
In-depth data and analysis of my first free-with-ads puzzle game on iOS, and how free games are more about multiplier stacking than I first realized.

Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.

A deep dive into the creation of Gunhouse, a puzzle-meets-tower defense game, as filtered through conversations with various game developers and regular human beings like Cliff Bleszinski, Rami Ismail, and Simon Carless.

Posted by Keith Burgun on 10/25/18 10:18:00 am in Design, Serious
What does it mean to "play videogames"? What do the games we play say about who we are?

Posted by Tommy Thompson on 10/22/18 10:14:00 am in Design, Programming, Console/PC
I explain how Halo 3 managed to have so many AI characters on screen at once.