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June 25, 2016
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June 25, 2016
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June 25, 2016
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Posted by Konstantinos Dimopoulos on 06/24/16 10:50:00 am in Design, Art, Console/PC
You do not have to model a complete functioning city to have a believable urban environment for your game. All you have to do is simply imply the appropriate size and complexity.

Posted by Mark Venturelli on 06/24/16 10:49:00 am in Design
Making a case for removing difficulty settings from your design - or at least using them better!

Posted by Aurélien Beuzard on 06/24/16 10:49:00 am in Design, Art
Very specific themes in Spec Ops: The Line

The free-to-play MMO, Skyforge, has been out for nearly a full year. Red Fox Insights latest research questions how devs, like those behind Skyforge, find success in F2P conversion.

Posted by Luis Diaz on 06/24/16 10:48:00 am in Design, Console/PC, Indie, VR
We're a small team working on a narrative game set in an open world. After lots of debates and planning we have decided to work along a group of fifteen experienced writers. Learn about how we are facing this challenge and the reasons for it.

Posted by Lex Decrauw on 06/24/16 10:22:00 am in Business/Marketing, Production, Console/PC, Indie
Tips and guidelines for (indie) studios who want to release their game on Steam Early Access. The article consists of experiences RageSquid had when we had our game Action Henk on Steam Early Access.