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August 25, 2016
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August 25, 2016
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August 25, 2016
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Posted by Alva Majo on 08/23/16 10:11:00 am in Business/Marketing, Indie
We recently began developing our new game, so it’s the perfect time to get a jar, put a label on it and start tracking the volume of tears shed during development to use a marketing opportunity.

Posted by Dylan Moran on 08/23/16 10:10:00 am in Design, Console/PC
A captivating music is an essential element of game design that determines the success of a game to great extent.

"I find that taking at least half an hour to myself every day and making sure I'm going to bed early really helps me stay balanced and motivated."

Posted by Surojit Roy on 08/23/16 10:05:00 am in Business/Marketing, Console/PC, Social/Online
We take a walk back down memory lane in the aftermath of The International and its $20 million prize pool to try and rediscover the very beginnings of the MOBA and RTS genre of games - and all the pivotal moments that led us up to this point.

Posted by Bari Silvestre on 08/23/16 09:44:00 am in Design, Production, Indie
What goes on after the prototype has been done and art is implemented? Here's the thought process that has kept me working on game content for weeks.

Injustice 2 is looking to bring meta-game design to a competitive atmosphere. For today's post, I'm looking at 5 important details for balance and making sure to keep your audience happy.

Posted by Mark Robinson on 08/22/16 11:35:00 am in Business/Marketing, Design, Smartphone/Tablet
With First Person Shooters (FPS), to keep players in the threshold of engagement zone between boredom and anxiety, you need to use tracking. To help set the most valuable events we have put together the top tracking tips for first person shooters.

Posted by Michael Heron on 08/22/16 11:34:00 am in Business/Marketing, Design, Production
These are the references for the Hunt the Syntax series of blog posts. They are of academic interest, in the most precise possible terms.

Posted by Alva Majo on 08/22/16 11:33:00 am in Design, Smartphone/Tablet
Mobile games are usually about quick & shallow entertainment, yet I rarely feel entertained by them. Here's the problems I see and how I plan on making a mobile game that fulfills my needs.

Posted by Mark Rosner on 08/22/16 04:57:00 am in Business/Marketing, Smartphone/Tablet
Game developers dream of the day that their app gets the sought-after App Store feature and the onslaught of downloads that comes with it. However, the reality of that dream will be dampened if your game can’t handle a massive spike in traffic.