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January 23, 2018
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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?

Posted by Andreas Papathanasis on 01/17/18 09:37:00 am in Design, Social/Online
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.





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.

Posted by Dylan Moran on 01/22/18 09:22:00 am in Production, Console/PC
Developers have always had problems when it came to marketing their products, and some even through the development phase of their projects.

Posted by Yanko Oliveira on 01/22/18 09:21:00 am in Programming, Console/PC, Smartphone/Tablet
Third and final Blood Runs Cold tech postmortem series. Source code included this time! This time, I talk about the lightweight messaging system we developed that helped us keep decoupling and still iterate quickly.

Posted by Nikhil Murthy on 01/22/18 09:21:00 am in Design, Indie
I define life-like games as those games that are about life and defend the idea of them.

Posted by Daniel Motley on 01/22/18 09:03:00 am in Design
This post introduces a series on analyzing war strategy games using military theory, philosophy, and real world examples.