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February 23, 2020
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The latest highlights include a raft of new games to look at, from World Of Horror through Lair Of The Clockwork God to Hunt: Showdown and beyond, as well as some great history pieces, looks at voxels and Apple Arcade, and an investigative piece on GameSt

In episode 25 Jeremy sits down with Andrew, Nathan, Joseph, and newcomer Josh to discuss each of their current game dev ambitions and captures the complete essence of any good PixelFest Devs' meetup. BTW, .kkrieger (created by .theprodukkt)

Here's a question for those of you who develop for Oculus VR... How much do you really know about the Oculus CPU and GPU hardware levels? Let's see what these hardware levels are doing to your game.

Posted by Simon Carless on 02/17/20 08:54:00 pm in Business/Marketing, Design, Production, Console/PC
Turns out that I’m accumulating enough interesting & relevant game discoverability tidbits to do a monthly update - ‘here’s some fun stuff I found on the Internet, and my comments on them’.

The latest highlights include the politics in games discussion re-ignited by Tim Sweeney's DICE comments, the full launch of Media Molecule's Dreams, a look at new games like Wide Ocean Big Jacket, & more besides.

This article is a realtime report about how China's ongoing coronavirus epidemic impacts the video game industry, the writer me lives in the epidemic area.

Game Dev Digest Issue #32 - AR/VR, Character Controllers, Scene Loading, HDR Graphics, And More. The latest from the free weekly Unity3d/gamedev newsletter.

Here are 05 EXTRA tips on business and marketing from my 23 years of experience developing and publishing games to help you out on decision making. Enjoy!

Posted by Alexandre Chaudret on 02/20/20 10:51:00 am in Art, Indie
Finding the "soul" for Othercide's art direction was a thrilling journey. Born from our own traumas, here is how we tried to make our game stand out from the tactical genre.

Posted by Davide Pessach on 02/20/20 10:46:00 am in Business/Marketing, Design
The incredible success of StoneShard is not magic nor chance. I believe we can pinpoint the roots of it to how the demo is built, and how precisely good is the design of the game's multiple parts. I try to get to the bottom of it.

Posted by Cameron van Velzen on 02/20/20 10:45:00 am in Design, Console/PC, Social/Online
This is a general look at the shifting meta of Blizzard's game Overwatch and how it applies to professional players and casual players. Examine current themes and practices for evaluating meta in online games.

2020 marked my 12th year making games in Indonesia. In my years working in the game-making business in Indonesia, I have seen a lot of things, good and bad. Here's a decade of Indonesian games in retrospective.