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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.