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June 18, 2018
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Posted by Tatiana Vilela dos Santos on 06/18/18 10:29:00 am in Design, Indie
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.

Posted by Nathan Cheever on 06/18/18 10:11:00 am in Audio, Design, Production, Art
Grouping objects for repeat use is a way to manage them remotely as well as letting others work on the same scene together. If you've never heard of Prefabs or want to know how to make them more powerful, give this a look!

Posted by Greg Costikyan on 06/18/18 10:07:00 am in Design
People can sustain relationships with ~150 people. If your mobile or online game exposes your users to the whole universe of players, you are doing them a disservice.

This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.

Posted by Sande Chen on 06/15/18 09:01:00 am in Design, Serious
In this article, game designer Sande Chen delves into the connection between a person's identity, emotions, and behavior change.

Posted by Winifred Phillips on 06/14/18 11:15:00 am in Audio, VR
The 3rd of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 3: Diegetic versus Non-Diegetic, with a discussion of composition & recording methods to make music fit into a VR world.

Posted by Peter Smalls on 06/18/18 10:13:00 am in Business/Marketing, Serious
How much of an impact will it have in the future after already taking over the world of micro-transactions?

Posted by Cale Plut on 06/18/18 10:12:00 am in Design, Console/PC
This is another post on my continuing game journals. I recently finished Dragonball Xenoverse 2, despite not actually liking the gameplay that much. I thought and wrote about why.

Posted by Cale Plut on 06/18/18 10:11:00 am in Audio, Design, Console/PC
In my continuing game journal, this time I look at 2012's Syndicate. The game has a lot going for it, but I had issue with one mechanic. More accurately, I really liked one mechanic, but I didn't use it to its fullest because of the presentation.

Posted by Pippin Barr on 06/18/18 10:10:00 am in Design, Programming, Art, Serious, Indie
A short essay on making an erotic game with classical user-interface elements and the challenges of avoiding a penis-centric reading of the slider.

Machine translation is a readily available tool for localization teams, but it's probably also not the most ideal. In Part 6 of this series, we’ll take a look at why Google Translate (and other machine translation tools) may not be your best friend.

Posted by Dariusz Jagielski on 06/18/18 10:08:00 am in Design
Originally born out of the necessity, I've since then come to realize that I've struck gold.