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November 23, 2017
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The gaming trend that cannot be ignored is the global success of Battle Royale games. Not to be left behind, Tencent and NetEase recently unveiled plans to compete in this segment.

Posted by Pascal Luban on 11/21/17 10:32:00 am in Business/Marketing, Design
What went wrong with Star Wars - Battlefront 2? Do we need the premium + IAP business model anyway ? How could we properly implement it model in triple-A titles?

This installment of the best longform articles & podcasts of the week includes a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a new AIAS podcast talking to Brendan 'PlayerUnknown' Greene.

Posted by Jeff Vogel on 11/17/17 10:30:00 am in Business/Marketing, Console/PC, Indie, Social/Online
In this article, I settle all debates regarding game reviews: How good should a reviewer be at a game? What topics are a reviewer allowed to bring up when doing a review? Are review scores and review aggregators good? Does anyone still care about them?

Posted by Pascal Luban on 11/17/17 10:30:00 am in Design
There is little doubt that eSports will become an important entertainment activity and will generate mass interest from the public as football or car racing do today. However, which games will be the winners? Which ones will rally large crowd around them?

Posted by Martin Nerurkar on 11/16/17 09:31:00 am in Business/Marketing, Indie
On the 10th of October I I started the Nowhere Prophet First Access on itch.io (http://itch.nowhereprophet.com). That was just over five weeks ago so I guess it's time for a look at how that went and how I feel about it.





Posted by Rafal Belke on 11/22/17 10:28:00 am in Business/Marketing, Design, Production, Console/PC, Indie
This is the tale of Solid9 Studio and their game, Exorder. They set off on a journey and survived many adventures, including an encounter with a stranger bearing a poisoned apple.

Posted by Andy Wallace on 11/22/17 10:27:00 am in Design, Programming, Art, Indie
I spent that last two months teaching a bot to create illustrations for Magic: The Gathering cards designed by another bot. How I built Urza's Dream Engine to generate art for RoboRosewater cards and the tournament that humans played with automated cards.

Posted by Michael Smith on 11/22/17 10:27:00 am in
These are the games that changed things for me, the games that made me what I am.

Posted by Tobias Stein on 11/22/17 10:25:00 am in Design, Programming
In this article I want to talk about the Entity-Component-System (ECS). It is a design pattern – mostly encountered in video games – which allows you great flexibility in designing your overall software architecture.

Posted by Tobias Stein on 11/22/17 10:25:00 am in Design, Programming
This is the second part of my series "The Entity-Component-System". This time I am going to show how to use the ECS implementation from my first post and build a game with it.

Posted by Pietro Polsinelli on 11/21/17 10:42:00 am in Design, Serious
How I created a board game on the theme of platform cooperativism and its difficulties, as outlined by Trebor Scholz (so an "edu" board game).