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January 16, 2018
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Posted by James Vaughan on 01/15/18 11:40:00 am in Business/Marketing, Indie
I’m the creator of Plague Inc. and this is part two of a blog series detailing the lessons I learned when creating Plague Inc: The Board Game. Here I’ll focus on the manufacturing process - how I got the board game made and the company I worked with.

Posted by Maciej Szczesnik on 01/15/18 11:36:00 am in Design, Art, Indie
With the new Timeline feature and the help of the Cinemachine plugin creating target movies in Unity seems not only possible, but actually quite fun.

The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.

Posted by Pascal Luban on 01/12/18 09:12:00 am in Design
Freemium games are using open loops and progression trees to foster long term retention and monetization. This design strategy is very effective but its excessive use could backfire.

Amplitude put together an ARG (Alternate Reality Game) for the release of Endless Space 2, based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected. We would definitely do it again...

Posted by Max Pears on 01/09/18 10:03:00 am in Design, Console/PC, Serious, Indie
Breaking down how the Splatoon series on how the encourage movement in their multiplayer. Making this the dominant strategy to win. All this has been done with Objectives, Mechanics, etc.

Posted by Brian Hapgood on 01/15/18 11:40:00 am in Programming, Console/PC, Serious, Indie
Threads, digging a little deeper...

AI has been hot lately, but what are the different types of AI. And how do they relate to games? Read on to find out.

Posted by Nadia Orenes on 01/15/18 11:38:00 am in Design
A few thoughts on the way we use camera angles on video games, and what we can learn from other media that make a more sophisticated use of them.

Posted by Tamás Karsai on 01/15/18 11:37:00 am in Business/Marketing, Production, Serious, Indie
It has been a little over two months since I released I Am Overburdened, my silly indie roguelike. Here's an in-depth analysis how the overall production and final numbers turned out.

Posted by Michael Smith on 01/15/18 11:37:00 am in Business/Marketing, Serious
Why you need to be protective of your game ideas as a developer

Posted by Yanko Oliveira on 01/15/18 11:36:00 am in Programming, Console/PC, Smartphone/Tablet
In this 2nd Blood Runs Cold tech postmortem post, I talk about the solutions we built for continuous server syncing of our game's player data and the data-driven balancing toolset that allowed us to juggle 400+ ScriptableObjects and have 0 merge conflicts