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April 19, 2019
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Posted by Stanislav Costiuc on 04/02/19 09:26:00 am in Design, Console/PC
Leonardo as a character does not appear in the main campaign of Assassin's Creed II too often, and yet players grow very attached to him. Let's examine why.

This week's roundup includes a variety of looks at the Apple Arcade subscription announcement, an intriguing video on how the Mongolian steppes do gaming, plus pieces on Sekiro, clicker games, AR, video game folklorists, and lots more besides.

Posted by Lars Doucet on 03/28/19 01:29:00 am in Design, Console/PC, Indie
Playing a game with unclear mechanics is like peering through a dirty, smudged window. This calls for some Windex!

Posted by Pascal Luban on 03/27/19 11:23:00 am in Design, Business/Marketing
Apple has announced its new game distribution service, Apple Arcade. This subscription-based service offers unlimited access to games present in its catalog. Is it a good opportunity for independent studios?

Ever wonder how EverQuest has stuck around for the last 20 years? This article shares insight into EverQuest's ability to retain players decade after decade.

Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Stanislav Costiuc on 03/25/19 09:08:00 am in Design, Console/PC
To feel physics-based, swinging in a Spider-Man game doesn't actually need to fully follow the laws of physics. So let's take a look at those that it doesn't.

The weekly update rounding up the best longread & standout articles & videos about games tackles GDC 2019, from Google announcements to session highlights & beyond.

Digi-Capital's Games Report forecasts that games industry software/hardware combined could drive well over $200 billion revenue by 2023, despite short-term concerns about public games company valuations

Posted by Max Pears on 03/20/19 06:42:00 pm in Design, Production, Console/PC, Indie, Smartphone/Tablet
Shape Theory is a theory we all know apart about and we are aware of it subconsciously. Here I break down how it can be used for level design and how it is used to encourage the player to act certain ways.