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February 22, 2017
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Category: Social/Online


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Posted by Coray Seifert on 02/21/17 09:01:00 am in Social/Online
A small collection of best practices distilled from the past 4 years of making games with Experiment 7, Impeller Studios, and Autodesk.

Posted by Daniel Cook on 02/21/17 08:31:00 am in Social/Online
In many online multiplayer games, players enter as strangers and remain strangers. We can instead design systems that actively encourage friendship formation. A Project Horseshoe report.

Posted by Sebastian Long on 02/21/17 07:23:00 am in Social/Online
Running a great playtest means considering playtester’s every sight, sound and smell to avoid biasing or influencing their feedback. So what should a playtest smell like?

Posted by Nick Pruehs on 02/21/17 07:22:00 am in Social/Online
In the previous part of this series, we've started to create a small cloud backend with a single actor. In this post, we are adding the web service that is acts as interface between the frontend and the actual backend services.

Posted by Simon Carless on 02/19/17 11:01:00 pm in Social/Online
This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more.

Posted by Thomas Bidaux on 02/14/17 10:22:00 am in Social/Online
A look at the overall media coverage of video games in 2016.