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January 24, 2018
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Posted by Trent Polack on 01/23/18 09:40:00 am in Art, Console/PC, Serious, Indie, Smartphone/Tablet, VR
A brief guide on material usage in Unreal Engine 4 along with best practices and links to our open-source assets.

Posted by John Krajewski on 01/22/18 09:19:00 am in
As our digital lives expand, the distinction between creator and consumer of our digital worlds must merge.

This week's Video Game Deep Cuts includes what editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more.

Posted by Lars Doucet on 01/19/18 11:25:00 am in Business/Marketing, Production, Console/PC
I get lot of pitches for "Steam competitors". 99% are doomed to failure, the majority before they even start.

Posted by Bob Whitaker on 01/19/18 11:23:00 am in Console/PC, Serious
Historian Bob Whitaker discusses the media coverage surrounding Call of Duty WWII, and considers problems related to public memory of famous historical events.

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?

Independently published authors somehow figured out how to survive even though there are over 100,000 eBooks published every year. They have a lot that they can teach us about marketing our self-published games.

Posted by Alejandro Pro on 01/23/18 09:58:00 am in Design, Production, Indie
What happens when you dream of riding the Train Jam, making games from Chicago to San Francisco, but you can't make it to America? Developers in Argentina held their own marathon. This is what happened in the first ever Argentina Train Jam.

Posted by Paul Gadi on 01/23/18 09:43:00 am in Business/Marketing, Design, Art, Social/Online
Every day, more people get exposed to cryptocurrencies, and its on us as designers to make sure they can interact with the technology. As our audience grows from technical to more casual, how do we design a user experience that doesnt alienate them?

Posted by Danny Flu on 01/23/18 09:42:00 am in Art, Indie
Working within the team that developing a game, not from an office, but from all over the globe, has its learning opportunities and advantages. Here is the story about the journey so far in creating Black Matters upcoming title Hell Let Loose.

Posted by Dries Deryckere on 01/22/18 04:18:00 pm in Programming, Art, Console/PC
Exploded views are a bit of a niche, but that doesn't mean they're not interesting. Here we take a delve into making a fully procedural tool within Unreal Engine 4 for exploded views.

Posted by Evahn Reynaud on 01/22/18 04:17:00 pm in Art
An look on Zelda: Breath of the Wilds' UI/UX. Trying to put some light on this subject, too often left into the dark.