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August 28, 2016
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Posted by Joey Simas on 08/26/16 04:24:00 pm in Design
A quick look at how the Doom level, The Necropolis, uses lighting and composition to create flow.

Posted by Mark Rosner on 08/26/16 10:41:00 am in
When kids go back to school, how should game devs deal with the slump? Here are several ways to re-engage existing players and bring new ones to your game.

Posted by Nikhil Murthy on 08/26/16 10:40:00 am in Design
Looking at the original Pokemon games and Pokemon Go for ways to add value to the pieces of your game.

Posted by Hugo Damasio on 08/25/16 10:36:00 am in Business/Marketing, Programming, Social/Online
The need to access information instantly, and have quick response time from businesses, has led to the growth of chat bots in the digital sphere. Marketers and community managers are deeming it to be the future of interaction. Is it?

Posted by Sean May on 08/24/16 03:32:00 pm in Design, Console/PC
No Man's Sky casts the player as a lone explorer, flung into a vast universe of untold riches and possibilities...but, that doesn't mean you're playing as a hero.

Posted by Joseph Azzam on 08/24/16 11:39:00 am in Art, Console/PC, Indie
In this article I will be going over multiple photogrammetry techniques that I stumbled upon, experimented with, and used in order to create the textures for the castle. I will be going over many solution to delight a texture, and create a tile-able one.