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November 22, 2019
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Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.

In episode 12, Jeremy chats with Nathan Jester and Derek Hampton at Brown Chicken Brown Cow in downtown Hampton. Nathan and Derek are local indie developers and long-time PixelFest participants.

Your unity scene hierarchy is reducing the performance of your game. That we knew from last post. But what can you do about it? Let's find out.

Posted by Chris Zukowski on 11/18/19 11:56:00 pm in
Steam sales drive game purchases. Obviously. But what is happening on an individual buyer level? How can we make our games and store pages more appealing to increase purchases? I spent hours watching and interviewing gamers to find out.

Posted by Victoria Tran on 11/18/19 10:33:00 am in Business/Marketing, Social/Online
Reduce, reuse, recycle. Also, do the same to your content.

Each week I compile a gaming industry insights newsletter that I publish broadly. Opinions are mine.





Posted by Mike Bzowy on 11/22/19 10:28:00 am in Indie, Social/Online
How the community at Newgrounds.com encouraged me to continue doing game development when I was just starting out.

Posted by Eddy NJIKI on 11/22/19 10:24:00 am in Design, Production
The objective of this article is to show you how machinations and ue4 visual scripting can help you create and iterate fast on your game prototype.

Posted by Lucia de Visser on 11/21/19 10:39:00 am in Design, Art, Indie
Our second video dev diary focuses on environmental design in We Were here Together.

Posted by Niklas Walenski on 11/21/19 10:37:00 am in Design
In "My Favorite Features" I examine features I encountered in different games and explain why I like them. This post is focused on the Meta Game in the Last of Us Factions Multiplayer.

Discussing genre in game marketing best starts with the trailer. In this trailer breakdown of Manifold Garden, we discover what works well for associative puzzle marketing design.

Posted by Annie Clough on 11/21/19 10:30:00 am in Design
What can we take away from romance systems? What drives players to pursue romance in games? This is the first part in an ongoing deconstruction project.