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February 20, 2018
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This week's Video Game Deep Cuts highlights include a look at evocative smartphone title Florence, the anniversary of Valve's Orange Box, and a Monster Hunter buddy team-up service.

This article wraps up 2017 Global Game Industry and I provided my thoughts about what actions to take in 2018.

Posted by Ian Griffiths on 02/15/18 09:07:00 am in Business/Marketing, Serious
Loot Boxes. What they are, whether they constitute gambling and whether they should be regulated.

Taking a look at the most interesting design elements in games in 2017.

Posted by Winifred Phillips on 02/13/18 09:04:00 am in Audio, VR
Video game composer Winifred Phillips presents extra research & scholarship gathered for her GDC 2018 talk: Music in Virtual Reality. This info (not included in the talk) is useful for composers and audio pros interested in music strategies for VR games.

This week's highlights include a great longform piece on game asset outsourcing, the creator of A Mortician's Tale on overcoming her death anxiety, and lots more.

Posted by Thomas Brush on 02/16/18 10:45:00 am in Audio, Business/Marketing, Design, Art, Indie
In 2016, Kickstarter resoundingly supported my game about a minister in Hell, and raised over $100,000. So you can imagine how excited and nervous I am about my next Kickstarter campaign, the sequel to my first Flash about a boy named Pete in a coma.

Posted by Josh Bycer on 02/16/18 10:44:00 am in Design, Production, Indie
Today's post looks at a common phenomenon that can rear its head after the first big success of your studio, it's the allure to go big and could lead to you burning out of game development.

Posted by David Finseth on 02/16/18 10:39:00 am in Design, Art, Social/Online, Smartphone/Tablet
Technical Artist David Finseth of Synapse Games explains how the particle effects in "Spellstone" and "Animation Throwdown" were created in Unity3D.

Posted by Blair Pyle on 02/15/18 09:08:00 am in Business/Marketing, Programming, Production, Serious, Indie
To celebrate the launch of Burgal's Bounty on iOS and Android, I have been publishing a blog series chronicling the development cycle of the game.  This is third and final part of the series.

Posted by JJ KR on 02/15/18 09:03:00 am in Business/Marketing, Production, Art, Indie
This is the story of Twelve Absent Men, a courtroom drama game developed for Android and iSO. The Post-mortem looks at design features, ideas, gameplay and coding, along with various problems that came up along the way.

Posted by Savannah Ferguson on 02/15/18 09:03:00 am in Design, Serious
An in-depth character analysis via the psychodynamic framework of defence mechanisms in relation to James Sunderland from Silent Hill 2. Discusses Žižek's theory of 'The Real', Freud's theory of the 'Punishment Dream' and Jung's archetypes and psychosis.