Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 25, 2015
View All     Post     RSS
November 25, 2015
arrowPress Releases
November 25, 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 Amanda Walters on 11/25/15 01:39:00 pm in Serious
Regardless of the experience they put out for end users, running an online gaming site isn’t all fun and games. Between rapidly evolving graphics and technology, competition, demanding users and the need for constant site uptime and instant response time,

Posted by Sébastien Dubois on 11/25/15 01:39:00 pm in Programming, Production, Smartphone/Tablet
Here’s part 2 of my must-have Unity3D plugins series. Once again, I’ll share some plugins I’m using on my game projects and that I recommend you.

Posted by Justin Gary on 11/25/15 01:08:00 pm in Design, Indie
I’ve gotten to work on some pretty exciting projects, including a digital card game, SolForge, that I co-designed with Richard Garfield but none of that compares to the scope of what we are doing with Labyrinth.

Posted by Mark Yohalem on 11/25/15 01:08:00 pm in Design, Production, Indie
In 2004, a middle-aged man wrote a post that began, “I’ve decided to make a game.” By 2015, he'd taken an alias, quit his job, posted 30,000 messages and released The Age of Decadence, a work of outsider art as iconoclastic and challenging as its creator.

Posted by Daniel Collier on 11/24/15 06:26:00 pm in Programming, Serious, Indie, Smartphone/Tablet
Any programmer who has ever grafted multiplayer functionality onto a single player game will tell tales of just how difficult the process can be. For Rapture, the process went relatively smoothly because we planned ahead for lockstep multiplayer.

Detailed comparison of how new genre RTS games like Rival kingdoms are attempting to innovate & improve over ageing counterparts like CoC, to refresh & build next generation of mobile gaming experiences.

Beta testing is a critical aspect of game development – why not apply the idea to everything?

Posted by Kevin Murphy on 11/24/15 06:26:00 pm in Business/Marketing, Production, Console/PC
More and more first person shooters are releasing without single player campaigns. What could this mean for the future of the genre? Full credit to IGN for posing the question originally. This is my take on the same issue. Original article linked withi

Posted by Tom Allins on 11/24/15 06:26:00 pm in Design
Dice, the developers of the battlefield franchise are behind the latest battlefront game. Some of the battlefield game modes ended up in a reworked and improved format in battlefront. This article points design changes out which explain the improvement.

We can never be tired of hearing developers' stories but this one is particularly different.David Nunez,Founder and Game Designer of Queen Birdface Productions has never met his partner Chris Hall, with whom he has been working for an impressive 12 years!