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October 19, 2017
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Posted by Trevor Diem on 10/18/17 02:15:00 pm in Programming, Console/PC, Serious, Indie
This blog post is a multi-part overview of the FMV Pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll go through a series that investigates how we were able to achieve our remastered FMVs.

Posted by Sande Chen on 10/18/17 09:09:00 am in Business/Marketing, Design, Console/PC, Smartphone/Tablet
In this article, game writer Sande Chen implores others to think about how female characters are portrayed and developed.

Posted by Edward McNeill on 10/18/17 09:08:00 am in
Three quotes for game devs to consider.

Posted by Niklas Gray on 10/18/17 09:07:00 am in Programming
Adding high-performance multi-threading support to a complicated data structure.

Posted by Winifred Phillips on 10/17/17 10:16:00 am in Audio, VR
Strategies for implementing music in VR projects were offered during the Virtual Reality Developers Conference this year. Video game composer Winifred Phillips discusses tools and tips from these talks, while also sharing insights from her own projects.

Posted by Joost van Dongen on 10/17/17 10:07:00 am in Programming, Console/PC
Most major platforms offer similar generic room-based matchmaking. In this post I explore how they work and discuss the pros and cons of using these systems instead of building your own from scratch, based on our experience developing Awesomenauts.





This article revolves around the visibility issue on independent games, trying to shed some light on the Public Relations and Marketing agencies side. Who they are (the list has 110+), which services you can expect from them and more details on them.

Posted by Josh Chang on 10/18/17 09:08:00 am in
Today, were going to create our last enemy, a zombie that's slower but has more health that wont get pushed back as far.

Posted by Claire Baert on 10/17/17 10:16:00 am in Design, Serious, Indie, Smartphone/Tablet
I discussed with developers and scientists their approach to design citizen science games. The conversation revealed some issues that the game industry could help solve.

Posted by Josh Chang on 10/17/17 10:12:00 am in Programming, VR
Welcome back to day 26! We just finished implementing our Enemy Spawning System, but before we move on to the next thing, I would like to go and fix/update some minor things that we glimpsed over such as: audio, ui, and enemy victory state,

Posted by Julien Delavennat on 10/17/17 10:08:00 am in Business/Marketing, Design, Production, Art
Artworks such as books, music, games, can affect our state of mind, and by doing so, can teach us ways to feel and think differently. Cognitively, knowing more ways to feel and think lets us actively choose how to feel about the world, it gives us control

Posted by Josh Bycer on 10/17/17 10:07:00 am in Design, Console/PC
Each week, Game Design Analyst Josh Bycer takes a look at a game's design in a special video. For this week, it's the amazing Star Control 2.