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March 19, 2018
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Cooperative gameplay is growing in popularity. Based on extensive research, prototypes, and metrics, here is a design lens and framework for designing prosocial games that build trust between players.

Posted by Anthony Panecasio on 03/16/18 09:40:00 am in Design
For level designers looking to deepen their "well of inspiration." A call to read more short stories and some practical tips on how to do so.

IGDA Game Design SIG presents its first Play Harder Challenge, meant to expand your game playing horizons, introduce you to new genres and designers, and make you think more about the art of game design.

Posted by Om Tandon on 03/15/18 10:45:00 am in Design, Production, Serious, Social/Online, Smartphone/Tablet
How Golfclash leverages "Learning from your opponents" as an effective on-boarding tool, how "Psychology of Wager Systems, impacts casual gameplay and why "Timed Chest" in Golfclash and Clash Royale might be catching on.

Posted by Thomas Bidaux on 03/14/18 03:36:00 pm in
A look at how to choose which industry events to attend, alongside "cards" to summarize the key point of a few events.

Posted by Winifred Phillips on 03/12/18 10:32:00 am in Audio, Console/PC, VR
Video game composer Winifred Phillips presents extra research & scholarship gathered for her GDC 2018 talk: Music in Virtual Reality. This tech info (not included in the talk) is useful for composers & audio pros interested in music strategies for VR.

Posted by Glyn White on 03/16/18 12:57:00 pm in
This blog post is about acknowledging the presence, importance and pervasiveness of play in work and its potential to enhance education from the perspective of a literature academic who occasionally writes for role-playing games.

Posted by Brandon Huffman on 03/16/18 09:43:00 am in Business/Marketing
If you've been paying attention, you may have seen press coverage of the ESA's opposition to a proposed change to the Digital Millenium Copyright Act. So, what is ESA arguing about? Who are they arguing with? Why is this happening?

Posted by Gregory Pellechi on 03/16/18 09:42:00 am in Design, Console/PC, Indie, Social/Online
Choice, decisions, options, pathways, variety, open worlds ó all are words we use to describe player-driven experiences. Experiences that donít have much in the way of the very thing they claim to offer ó consequences.

Posted by Piotr Bomak on 03/16/18 09:40:00 am in Design, Production, Art, Serious, Indie
The preconceptions you have about what the final product should look like often look great on paper, but do not fare so well in reality. We go on a journey through X-Morph: Defense development and look at the changes it went through over time.

Posted by Stuart Lilford on 03/15/18 10:38:00 am in Design, Indie
In this series of articles, I analyse the games Iím currently playing and focus on a particular moment from the game that stood out to me. This article talks about the Eureka! moments in Jonathan Blow's The Witness.

Posted by Robert Kingsley on 03/15/18 10:09:00 am in Design
Matchmaking, a standard system for console games and an annoyance (sometimes game breaking) to PC games and its communities. This system has become the industry standard for most of the games that got released for the last couple of years.