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January 23, 2018
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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.

Games software/hardware combined could deliver $165B to $170B in 2018, and $230B to $235B by 2022. Games software alone could take 3/4 of market revenue in 5 years, with hardware taking the rest (as detailed in Digi-Capital's new Games Report Q1 2018).

Posted by anders drachen on 01/16/18 10:48:00 am in Business/Marketing, Design
Behavioral profiling is among the most useful of the tools in the arsenal of a game analyst. Profiling allows a way to manage complex user data and discover patterns in behavior. This post covers the basics and presents notes on popular types of profiles.

Posted by Winifred Phillips on 01/16/18 10:46:00 am in Audio, VR
How does headphone tech impact virtual reality? Video game music composer Winifred Phillips provides updates on VR headphone prototypes and consumer products. The issue of consumer confusion regarding headphone surround sound in VR is also discussed.

Posted by James Vaughan on 01/15/18 11:40:00 am in Business/Marketing, Indie
I’m the creator of Plague Inc. and this is part two of a blog series detailing the lessons I learned when creating Plague Inc: The Board Game. Here I’ll focus on the manufacturing process - how I got the board game made and the company I worked with.

Posted by Maciej Szczesnik on 01/15/18 11:36:00 am in Design, Art, Indie
With the new Timeline feature and the help of the Cinemachine plugin creating target movies in Unity seems not only possible, but actually quite fun.

The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.

Posted by Pascal Luban on 01/12/18 09:12:00 am in Design
Freemium games are using open loops and progression trees to foster long term retention and monetization. This design strategy is very effective but its excessive use could backfire.

Amplitude put together an ARG (Alternate Reality Game) for the release of Endless Space 2, based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected. We would definitely do it again...

Posted by Max Pears on 01/09/18 10:03:00 am in Design, Console/PC, Serious, Indie
Breaking down how the Splatoon series on how the encourage movement in their multiplayer. Making this the dominant strategy to win. All this has been done with Objectives, Mechanics, etc.