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February 11, 2016
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Posted by Matthew Jenkin on 02/11/16 02:00:00 pm in Design, Console/PC, Indie
A game story doesn't need to be complex, but still needs to engage the player. This can be difficult; I speculate on why this is, and (if so) how to fix it.

Posted by Stanislav Costiuc on 02/11/16 02:00:00 pm in Design, Console/PC, Smartphone/Tablet
Hearthstone economy is based on multiples of 10 coins, yet sometimes a multiple of 5 is rewarded. Why could that be?

Posted by Logan Williams on 02/11/16 02:00:00 pm in Business/Marketing, Indie
In this guide, I'm going to go over why earning press is so important, how to research similar games, how to build a press list and much more. Links to templates and resources are included.

Posted by Roberto Lopez Mendez on 02/10/16 01:37:00 pm in Programming, Smartphone/Tablet
Version 3.0 of The ARM Guide for Unity Developers shows developers how to get the most out of Unity when developing under the unique challenges of mobile platforms.

In the Russian mobile market, small strategic investments make the difference between a lucrative new user segment and a missed opportunity. Here's how to make sure your game is ready to thrive in this unique market environment.

Posted by Jakub Kasztalski on 02/10/16 01:37:00 pm in Business/Marketing, Console/PC, Serious, Indie
Last week I flew to San Antonio, Texas to exhibit Karaski at PAX South! It was an exhausting blast. Here's my experience.

Posted by Gregory Love on 02/10/16 01:37:00 pm in Business/Marketing, Console/PC, Indie, VR
The Steam Lunar New Year Sale is coming shortly after the platform's lengthy Winter Sale. This is good for consumers but presents a challenge for studios and publishers on how to best price a game.

Posted by Andrii Vintsevych on 02/10/16 01:37:00 pm in Design, Indie
In this blog post a share my views on reasons why popular horror games remain relevant for a long amount of time.

Posted by Andras Bondor on 02/10/16 01:37:00 pm in Programming, Indie
While developing ePic Character Generator we've realised that creating small tools helped us a lot and saved countless hours. The post aims to give some insights on how the program works and what we were able to automate in the process.

So you've put your heart and soul into developing your game for over a year and now it's time to show it to the world. You need a compelling trailer, but all you have is $100. Here is how we managed to create our trailer.