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February 23, 2017
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February 23, 2017
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Posted by Jens Bahr on 02/22/17 08:06:00 pm in Design, Console/PC, Indie
Dear Esther is revolutionary in many ways, most notably for getting rid of video game conventions and exploring what lies at the core of interactive experiences. What do we really need to present to the player to create a 'meaningful' experience?

Posted by Stephen McCallum on 02/21/17 09:20:00 am in Business/Marketing, Serious
A reflective analysis of a talk made by Brian Baglow during Game Think 2.0 about how not to run a game studio.

Posted by Dylan Moran on 02/21/17 09:08:00 am in Console/PC, Social/Online, Smartphone/Tablet
A conceptual Game Design Document (GDD) is ideally created before a pitch, which outlines the complete game development process.

Posted by Christopher Guzman on 02/21/17 09:05:00 am in
Thoughts on the future of VR atfer reading Virtual Reality Insider by Sky Nite

With Steam Direct changes poised to effect the Steam marketplace, I put together some important tips for selling your game when Steam isn't an option.

Posted by Gabriel Priske on 02/21/17 09:03:00 am in Design
Concept art is a grinding wheel for the hatchet of your imagination. You always have to understand that you don't have eyes inside of your brain, so spilling your ideas out onto paper and then taking them back in with your actual eyes might result in...

Posted by Mario Rodriguez on 02/21/17 08:53:00 am in Design, Programming, Production, Art, Console/PC, Indie, VR
VR game development is not exactly the same as traditional game development. We created SMU Guildhall's first VR game and these were some of the problems we encountered and what we did to fix them.

Posted by Sergey Kalmanovich on 02/21/17 08:49:00 am in Indie
Some tips on the matter from my personal experience.

Posted by Volodymyr Nz on 02/21/17 08:46:00 am in Design, Art, Serious, Indie
What makes a video game distinctive from other forms of digital (cinema) and classic entertainment? Is it only media of entertainment in which the viewer has the ability to be immersed in the environment as well as the ability to interact with it?

Posted by Laura Bularca on 02/21/17 08:41:00 am in Business/Marketing, Production, Indie
A lot of numbers and scenes with deserts chronicling the last chapter of Greenlight and how one developer copes with it.