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December 11, 2018
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Game composer Winifred Phillips presents an annual resource list for game composers. Included: game music concert tours for inspiration, communities and forums for advice, popular software tools, and conferences/academia resources for advanced learning.

Posted by Pascal Luban on 12/11/18 10:05:00 am in Design
Increasing number of games include progression trees in their core gameplay experience. The question is how to compute the values associated with each threshold. There exist three techniques. Let’s review them and assess their pros and cons.

Posted by Tommy Thompson on 12/10/18 09:44:00 am in Design, Programming, Console/PC
In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.

How well the team works out creative differences is discernible in the end product. Quality suffers when the team cannot balance the input of many personalities. This can be tackled with a team-oriented approval process.

Epic puts in 12% of the effort with an abysmal game launcher, few user features, but fantastic incentives for indie developers.

This week's surprisingly video-heavy highlights include a great mini-doc about the history of the Punch-Out franchise, a review (& compendium of reviews) for the latest acclaimed Smash Bros. game, & a multitude of other neatness.

Posted by Jason Della Rocca on 12/06/18 09:54:00 am in Business/Marketing, Production
Your funding is not a problem to solve, it is an opportunity to generate success. Just be mindful of the ideal timing of the different sources of project financing and you’ll have a much greater chance of pulling it off.

Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Terry Cavanagh on 12/05/18 09:25:00 am in Design, Programming, Indie
A detailed write up how the new Enemy AI works in my game, Dicey Dungeons! I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.

Posted by Tommy Thompson on 12/03/18 10:16:00 am in Design, Programming, Production, Console/PC
How Massive diversified enemy encounters with five factions and 36 unique enemy character types.

Posted by Egor Yusov on 12/11/18 10:05:00 am in Programming, Console/PC, Smartphone/Tablet
This article introduces the problem of resource state management and synchronization in modern graphics APIs such as Direct3D12 and Vulkan and describes a solution offered by Diligent Engine.

Posted by Patryk Grzeszczuk on 12/11/18 10:02:00 am in Business/Marketing, Social/Online
The role of your game's store page varies depending on the stage of your marketing campaign you are in at the moment. Whatever role it plays, it proves to be a handy tool in your marketing/business toolbox.

Despite big jumps in the numbers of Chinese gamers each year, the market has not received the attention it deserves.

Posted by GameMaker Studio on 12/11/18 10:00:00 am in Design, Programming, Indie
Oscar Brittain and Akupara Games are releasing Desert Child on Switch, Xbox, PlayStation 4, and Steam December 11! Oscar hit us with the following tech blog on how he 'faked' his striking 3D look in the game.

Day first of making a indie horror game - downloading the assets

Posted by Gregory Pellechi on 12/10/18 09:44:00 am in Design, Console/PC, Serious, Indie
Video games owe a lot to comic books, not just because they’re both part of nerd culture but because they’re both visual mediums doing storytelling. Here are some lessons we can learn from comic books and Stan Lee when it comes to game writing.

Posted by Michela Rimensberger on 12/10/18 09:43:00 am in Design, Console/PC, Indie, VR
In the first part of 'how to build worlds and tell stories in VR' we emphasized on the aspects of worldbuilding order to create a consistent self-contained fantasy universe. This part sheds light on VR specific difficulties and how to tackle them.

Posted by Abigail Corfman on 12/10/18 09:42:00 am in Design, Console/PC, Indie
A talk by Abigail Corfman on how to design text-based games using Twine. Uses interactive fiction as a vehicle for talking about game design principles in general. Given to the Ukraine Gameloft studio on August 2, 2018.

Posted by Andrew Erridge on 12/10/18 09:41:00 am in Business/Marketing, Design
Like most players, knowing that players can pay for power in a game of skill make me feels gross just on the surface, but let’s talk about how it manifests in still stranger ways below the surface.

Posted by Jason Kong on 12/10/18 09:34:00 am in Business/Marketing, Console/PC, Smartphone/Tablet
Leasing VIP game accounts, a cheap alternative to experiencing high level/priced items