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March 23, 2017
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March 23, 2017
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Posted by Alexandra Dahlberg on 03/22/17 09:00:00 am in Business/Marketing, Indie
To plan a trade show booth for the first time is no easy task. In this post, I share what we learned after three years at PAX East, as well as our best tips on how to make the most of this rather cramped space.

Posted by David Rosario III on 03/22/17 09:00:00 am in Production, Indie, Smartphone/Tablet
SMU Guildhall production student, David Rosario III, reflects on what went well, what went wrong, and what lessons were learned from his first ever game project.

Posted by Wick Perry on 03/21/17 09:45:00 am in Business/Marketing, Serious, Indie
How I got funding to make a game about my neuroscience research. Real-world connections ended up mattering a lot more than "making it" in the larger internet ecosystem, but I still had to activate them.

Posted by Jakub Kasztalski on 03/21/17 09:40:00 am in Design, Art, Console/PC, Serious, Indie
How the forgotten propaganda of the two World Wars and the Russian Communist revolution inspired the art for my games.

Posted by Darby Costello on 03/21/17 09:37:00 am in Audio, Design, Console/PC, Indie
The fifth in a series documenting the production of a commercially viable game, entirely unaided. In this article we explore five ways to ensure that your soundtrack complements the game while maintaining a strong musical identity all its own.

Posted by Anthony Pecorella on 03/21/17 09:33:00 am in Business/Marketing, Indie, Social/Online
Some ne'er-do-wells have been futzing around with user ratings on Kongregate.com to cheat our monthly contests. Let's take a look at what they're doing and how we can try to combat it!

Today's post looks at four giant red flags for crowdfunding your game and what not to do if you want to succeed.

Posted by Tassilo Rau on 03/21/17 09:16:00 am in Production, Indie
What happens when a father and his 11-year old son team up to create a commercially released jRPG?

If you're a mobile game developer, read these App SEO tips! You’ve put in a lot of hard work to make a great mobile game, and published it on the app stores. Hooray! Now what? After you launch, it’s time to get people to download and use your a