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September 26, 2017
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Posted by Joost van Dongen on 09/26/17 09:05:00 am in Audio
We did a very bold experiment: we let people play whatever game they wanted and we improvised a live soundtrack based on what happened on the screen. In this post I explain our approach and what we learned about what works musically and what doesn't.

Posted by Niklas Gray on 09/26/17 09:05:00 am in Programming
Discusses how to handle keyboard focus and trickling of events (UI responder chain) in an Immediate Mode GUI.

Posted by Johannes Kuhlmann on 09/25/17 10:20:00 am in Programming, Console/PC, Smartphone/Tablet
Blog series on how we brought our game to Vulkan. This is post 1 of 5 giving an introduction and talking about DescriptorSets as well as synchronization.

Some of this week's longform article/video highlights include pieces on Nex Machina's intense gameplay, Shadow Of War's Nemesis system, & the latest Dishonored game's choices.

Posted by Max Pears on 09/20/17 11:13:00 am in Design, Production, Art, Serious, Indie
I have launched my new podcast about video games. Level Design Lobby FInd out more info

Posted by Doug Zartman on 09/18/17 09:53:00 am in Design
Multiplayer videogames which model human players in a 3D space use the same elements as real-world sports and playground games. Can we define a grammar that helps us analyze and compare all of these types of games? Here's one possible scheme.

This technique is very simple yet very powerful for becoming a more or even more organized dev/biz person.

Posted by Jasmine Greene on 09/26/17 09:05:00 am in Audio, Design, Programming, Production, Art, Indie
Some excellent resources to get you started on your game dev journey.

Posted by Josh Bycer on 09/26/17 09:04:00 am in Design
For this week's video game analysis, Josh Bycer of Game-Wisdom looked at how Pacman Championship Edition managed to elevate one of the most recognizable game designs.

Posted by Josh Chang on 09/26/17 09:03:00 am in Programming, VR
Today were going to go on and implement the shooting logic for our player and to fix the annoying bug where the player would be perpetually moving after they come in contact with any other colliders.

Posted by Yanko Oliveira on 09/26/17 09:02:00 am in Programming, Art, Console/PC, Indie
My pet project,Bestiarium, might never be finished, but its a fertile ground for tons of little generative prototypes. This time, I explored creating a procedural flower generator.

Posted by Paul Gadi on 09/26/17 09:02:00 am in Design, Console/PC
Dedicated fighting game players will spend a lot of time in these Training and Mission modes, more so than in the relatively short Story Mode. The user experience for these should be as polished and well-thought-out.