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Posted by Raph Koster on 01/17/18 06:19:00 pm in Business/Marketing, Design
Take a dataset of over 250 games, their development costs, their year of release, what they sold for and big they were. What can we learn about the trends and what it means for the industry?

Posted by Andreas Papathanasis on 01/17/18 09:37:00 am in Design, Social/Online
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.

Games software/hardware combined could deliver $165B to $170B in 2018, and $230B to $235B by 2022. Games software alone could take 3/4 of market revenue in 5 years, with hardware taking the rest (as detailed in Digi-Capital's new Games Report Q1 2018).

Posted by anders drachen on 01/16/18 10:48:00 am in Business/Marketing, Design
Behavioral profiling is among the most useful of the tools in the arsenal of a game analyst. Profiling allows a way to manage complex user data and discover patterns in behavior. This post covers the basics and presents notes on popular types of profiles.

Posted by Winifred Phillips on 01/16/18 10:46:00 am in Audio, VR
How does headphone tech impact virtual reality? Video game music composer Winifred Phillips provides updates on VR headphone prototypes and consumer products. The issue of consumer confusion regarding headphone surround sound in VR is also discussed.

Posted by James Vaughan on 01/15/18 11:40:00 am in Business/Marketing, Indie
Iím 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 Iíll focus on the manufacturing process - how I got the board game made and the company I worked with.





Posted by Aaron Steed on 01/18/18 09:04:00 am in Design, Programming, Indie
What goes into a match-3 game that takes 4 years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3.

Posted by gumi Team on 01/18/18 09:03:00 am in Design, Smartphone/Tablet
Ting Shang Jia and Jacky Yap, Lead Game Designers supporting the global development for The Alchemist Code and Brave Frontier, share insights on a major collaboration event.

Posted by Martin Kolesar on 01/18/18 09:03:00 am in Design, Console/PC, Serious, Indie
Wouldnít it be more fun if we hid the success probabilities of choices in an RPG? In real life, you mostly understand your chances without percentages popping up in front of your face. Here's how we think about the problem when designing Sacred Fire RPG.

What do you do if your video game art is being used in advertisements without your permission? You've got a few options, but they depend on how it's being used and what your goal is.

Posted by Hsiao Wei Chen on 01/18/18 09:00:00 am in Business/Marketing, Design, Production, Indie
So I decided to make a game about depression, even though itís something that I donít normally talk about. I normally donít talk about it because itís hard for me to tell people that Iím not okay.

Posted by Sherveen Uduwana on 01/18/18 08:59:00 am in Design, Serious, Indie
After a recent creative break, I grapple with how rest and introspection are not championed in the industry, even they can be a huge boon to creative work.