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July 15, 2018
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Posted by Josh Ge on 07/03/18 10:43:00 am in Design, Programming, Production, Art, Serious, Indie
Exploring achievements in Cogmind, covering why and how they were selected and organized, the creation of 256 icons, and the underlying implementation including related UI features and Steam integration.

This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.

Posted by Tyler Glaiel on 06/29/18 05:01:00 pm in Business/Marketing, Programming
Recently a new method of estimating sales data for games on steam based on achievment stats showed up on the site I reverse engineered it then improved upon it, and here's how.

Posted by Tanya X. Short on 06/29/18 03:05:00 pm in Production
One indie team lead shares her lessons learned from mistakes made when launching her studio's biggest game, Moon Hunters, in 2016.

Posted by Raph Koster on 06/27/18 02:00:00 pm in Design, Console/PC, Social/Online
POSTMORTEMS is a new book of selected design essays by Raph Koster, covering a quarter-century of online game design from MUDs through major MMOs like Ultima Online and Star Wars Galaxies. Here is an exclusive excerpt.

Posted by Tommy Thompson on 06/27/18 11:18:00 am in Design, Programming, Console/PC, Indie
Building scalable and flexible level generation isn't easy. So I started a research project and wound up launching a game on Steam.

Posted by Trent Polack on 06/27/18 10:10:00 am in Design, Programming, Production, Console/PC, Indie
Mostly a development update on my indie game (Steel Hunters), some highlights, some budget low-low-low-low-lights (and publishing? maybe?), environment creation/iteration, gameplay this and that, MICROMORTS/Banana Equivalent Dose, and syyyystems design!

Posted by Richard Wood on 06/25/18 09:44:00 am in Business/Marketing, Console/PC, Indie
How do you get more content from your current social materials without creating something new?

This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.

Posted by Thomas Bidaux on 06/22/18 10:21:00 am in
Like every year, this is the time for a look at the performance of the many E3 announcements in terms of media coverage.