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September 26, 2018
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Posted by David Edery on 09/25/18 11:46:00 am in Business/Marketing, Design, Production
A couple of years ago, we applied for an SBIR grant to the US Department of Education. Our explicit goal was to create a sequel to Alphabear that would actually be educational, but also competitive in the crowded mobile marketplace.

Posted by Joost van Dongen on 09/25/18 11:35:00 am in Programming, Art
Modelling interiors behind every window in a city often takes too much performance, so some games use "interior mapping", a shader trick to render geometry that isn't actually there, but still achieves sharp, perspectively correct rooms.

This week's highlights include analysis of adventure title Unavowed, a cover story on Fortnite streamer Ninja, & detailed impressions of Rockstar's Red Dead Redemption 2.

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 Niklas Gray on 09/20/18 10:05:00 am in Programming
A detailed account of hunting down two bugs in The Machinery alpha.

Posted by Lisa Hanson on 09/19/18 09:41:00 am in Business/Marketing
China is the largest games market in the world but has been hit by a temporary game approval freeze that has limited the number of new games being released this year. New regulations may also be introduced that could lead to fewer games being approved.

Posted by Caleb Compton on 09/25/18 11:02:00 am in Art, Business/Marketing, Design, Programming
It's no secret that the field of video game design is full of copycats. In this article I look at one particular copycat - Temtem, a kickstarter game based on Pokemon. I look at how close two games can get, and if the changes to stand out are worth it.

Posted by Michael Heron on 09/25/18 11:01:00 am in
Board gaming is sometimes considered to be a luxury hobby. Given that the costs need not necessarily be excessively high, what does that even mean? We discuss in this post.

Posted by Ashkan Saeedi Mazdeh on 09/25/18 10:50:00 am in Programming
When you make a fast paced mobile game which happens to be multiplayer with unity and uNet. There are pitfalls which you should avoid and they might not be as clear if you are not aware of them. I'm trying to describe them here.

Posted by Ethan Thibault on 09/25/18 10:49:00 am in Business/Marketing, Design, Production, Serious
Unless the game industry changes its labor practices, I have no intention of ever entering the game industry, and I believe that many other people will reach the same conclusion, leading to a labor crisis.

Posted by Pl Schakonat on 09/25/18 10:19:00 am in Design
Our conscious mind has around one 1 second delay. But in the meantime, our subconscious is working with a reaction time at 0.25 seconds. It also been shown that our subconscious even can perceive things that only appears on a time frame as small as 0.02.

Posted by Patrick Lipo on 09/24/18 10:51:00 am in Design, Programming, Console/PC, VR
The final part of this Postmortem of Brass Tactics examines the design of the economy of this RTS game in VR. This involved a fair amount of experimentation with interactions over the early phases of development.