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December 19, 2014
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Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.

The first in a 4-part series analyzing the results of the Game Outcomes Project survey, which polled hundreds of game developers to determine how teamwork, culture, leadership, and project management contribute to game project success or failure.

Posted by Chris Furniss on 12/15/14 02:21:00 pm in Design, Art, Console/PC, Indie, Social/Online
A brief look at toy-like interfaces in games, and how they work to provide the player with the context needed for mastery and immersion.

A look at the best practices for loot drop systems.

Peggle Blast is just as fun, whimsical and addictive as the original game. It also employs one of my most hated free-to-play monetization tactics.

Free to Play leaves a bad taste in most developers' mouths, but only because the dominant forces in the last few years have wielded the mechanics of F2P like a hammer. This isn't what it has to be, and a new wave of games is showing there is a better way.