Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 30, 2015
View All     Post     RSS
June 30, 2015
arrowPress Releases
June 30, 2015
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Posted by James Soares on 06/29/15 01:49:00 pm in Design, Console/PC
Dynamite Headdy is a platformer developed by Treasure in 1994 for the Sega Mega Drive. Representing a puppet show, the game uses the 16-bit machine to create a fourth wall breaking experience in which the game events take place in front a live audience.

Posted by Om Tandon on 06/29/15 01:49:00 pm in Business/Marketing, Design, Production
The changing face of F2P business model, a user experience designers take on how market forces and technology are changing and challenging existing paradigms of game design & player engagement.

Understanding how players interact with your game at a granular level allows you to really understand how itís performing. Here are the 5 most important in game events to track with analytics.

Posted by Ash Davis on 06/29/15 01:49:00 pm in Programming
In this article we talk about our experience making the promises pattern work for game development. We aim to explain how promises can improve your game development process.

A brief look into what factors into building up solid retention in the mobile space.

Posted by Doug Day on 06/29/15 01:49:00 pm in Audio, Indie
Audio experiments of indie game developer - using whatever is around to create some cheap audio fx!

Posted by Bradley Wolski on 06/29/15 01:17:00 pm in Design, Console/PC
DOOM was a huge hit in the 90's and every gamer with a PC had a copy of this game. With it's fast action, vast array of weapons, and thumping soundtrack it was the game everybody was talking about. Now twenty-two years later Bethesda is releasing a rela

Posted by Nick Donnelly on 06/29/15 01:17:00 pm in Design, Programming
A description of the procedural level generator in the PC rogue-like platform game The Dungeoning. I talk about the motivations for choosing procedural generation, and give an overview of the process involved.

Things I did that you should never do, ever.