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September 20, 2018
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    Emma Kidwell
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This week's highlights include analyses or interviews on Donut County, Exapunks, Prey: Mooncrash & many more.

Posted by Om Tandon on 08/30/18 03:26:00 pm in
Is it just me or are UX Playbooks, UX Pattern Libraries, UX Style guides not talked about enough and incorporated as often as UI style guides or brand style guides? Are these just buzzwords or do they really not matter? Or is there some kernel of truth an

Posted by ALEXIS KENNEDY on 08/30/18 10:42:00 am in Business/Marketing, Design
Some folk write lore because it’s what they love doing, some folk write lore because they need it to fill the technical manual spinoff book, many because isn’t that what you do when you’re making an SFF game? Well, not always.

Posted by Ben Weber on 08/30/18 10:41:00 am in
Closed APIs and massive compute requirements are large hurdles for universities.

Posted by Joost van Dongen on 08/30/18 10:38:00 am in Audio, Programming
I'm working on a procedural music generator that composes music and plays it using digital instruments. It's already producing pretty interesting results in the early stages so in this post I share the basic ideas and discuss my approach to coding it.

Posted by Trevor Diem on 08/29/18 10:10:00 am in Programming, Console/PC, Serious, Indie
This is an overview of the full motion video pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll investigate how we were able to achieve our remastered FMVs.

Posted by Emily Morganti on 08/27/18 03:10:00 pm in Business/Marketing, Indie
With every game launch, key scammers come out of the woodwork. These 10 tips will help you spot them, so you can be confident you’re sending keys to legitimate reviewers.

This week's highlights include a look at innovative 'alternative arcade' Two-Bit Circus, a retrospective on the creation of GoldenEye for the N64, and lots more besides.

Posted by Paul Kilduff-Taylor on 08/24/18 10:30:00 am in Design, Production
We’re about to release Frozen Synapse 2. In some ways, it’s the culmination of 17 years of involvement with indie games in one form or another. This would seem like a good time to look back and write some kind of inspirational blog post...

Posted by Jon Ingold on 08/22/18 09:37:00 am in
Heaven's Vault uses a knowledge model to track the player's activity and offer valid actions and dialogue. But it's also letting us give our characters' something else: a train of thought to guides what they say, when.