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June 24, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.

Posted by Thomas Bidaux on 06/22/18 10:21:00 am in
Like every year, this is the time for a look at the performance of the many E3 announcements in terms of media coverage.

Posted by Fabrice Piquet on 06/21/18 05:56:00 am in Programming, Art
This article describes a method for creating a realistic first person camera attached to a body to simulate realistic movements and animations in Unreal Engine 4

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.





Posted by Artemiy Kozlov on 06/22/18 10:26:00 am in Business/Marketing, Serious, Social/Online
How we do community management at Pixonic: why we appreciate the angriest comments and value personal communication with everyone.

Posted by Pippin Barr on 06/22/18 10:25:00 am in Design, Indie
In this short essay, Pippin explains how he and Jonathan Lessard figured out an ending to their Rogue/chess hybrid Chogue, providing an in depth example of their approach to hybridisation in game design.

Posted by Leszek Gorniak on 06/22/18 10:23:00 am in Production, Design, Programming
Handling bugs in a proper way is essential for game quality. In this post I'll present a clear and effective method to report bugs.

Posted by Gregory Pellechi on 06/22/18 10:22:00 am in Design, Production, Console/PC, Indie
Writing a video game shares some similarities to writing for TV or film, but there's a lot more to take into account. That's why you need to make a model for your team to understand how to utilize everything you've written. Or it won't be in the game.

Posted by Nicholas Kinstler on 06/22/18 10:21:00 am in Design
New designers often create needlessly complicated and clunky designs, but the truth is that simple designs are good designs. Nick Kinstler outlines the nature of this problem and offers some tips for new designers who struggle with complexity.

Posted by Michael Heron on 06/21/18 10:29:00 am in Business/Marketing, Design, Production, Serious
In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important for all of us.