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April 24, 2019
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Posted by Bryan Cheah on 04/22/19 09:51:00 am in Design, Console/PC
What can Hardcore Mode in Resident Evil 2 offer beyond tougher enemies and scarcer bullets? A look at how content-based difficulty rewards survival horror fans.

Roughly 3 years in the making, Skirmish Line was a first project, indie "success" story. Here's what I've learned making my first game, and how new and old indies can get some pointers for their own projects.

Posted by Diego Ricchiuti on 04/19/19 09:51:00 am in Design
Troll/raging games can teach us a lot about how to the design a golden path and how use it to motivate the players.

Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.

Posted by Katrina Filippidis on 04/19/19 09:36:00 am in Design, Indie
Video game heroes are bastions of virtue admired by players far and wide - but what about villains? Why are some of us drawn to nefarious characters, and what does that say about us?

Posted by Josh Bycer on 04/19/19 09:32:00 am in Design, Console/PC, Indie
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.

Posted by Tudor Morris on 04/18/19 11:33:00 am in Art
While 99% of the time we're using our skills to make games, sometimes we get to use them to create something truly special—in this case a mural for a hospital room in partnership with Momentum Children's Charity.

Posted by Darina Emelyantseva on 04/18/19 10:33:00 am in Design
The article addresses creating an in-game balance and will be interesting to anyone who takes part in the creation of games, especially producers and game designers.

Posted by Anton Slashcev on 04/18/19 10:32:00 am in Design
An article about what methods great game prologues use to grip players attention, as well as about which goals they strive to achieve.

Posted by Patric Fallon on 04/16/19 10:40:00 am in Design, Production, Indie
Six months ago, my tiny indie studio failed our first attempt at crowdfunding a game. Without the inspiration that came from entering game jams, we may have never tried again.