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July 17, 2019
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Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Google Stadia, XBOX's Project xCloud, Bethesda's Orion technology, and more are just scratching the surface of what's to come. Neil Schneider, Executive Director of TIFCA, shares his insights on where things are heading in the future computing world.

On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress. This article includes the video of the complete presentation given by Phillips at the Library of Congress in Washington DC.

This week's roundup includes all kinds of E3 neatness from Los Angeles, including discussion of Nintendo's announcements, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.

Posted by Seth Coster on 06/14/19 10:33:00 am in Design, Console/PC, Indie, Social/Online
Games with user-generated content often suffer from the "Play Problem": players that create content can't get their creations seen by other players. Levelhead solves the Play Problem in an elegant way that puts control of visibility in players' hands.

Posted by Junxue Li on 06/14/19 10:21:00 am in Design, Production, Art, Social/Online, Smartphone/Tablet
In the last decade, our team/as art contractor creates background art for various story games. In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production a

Posted by Herman Tulleken on 06/12/19 09:42:00 pm in Business/Marketing, Design, Serious
Highlights from the history of advergames.

Posted by Tobias Karlsson on 06/12/19 10:34:00 am in Design
This is the third and final part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part provides more example on how to apply the method through a case study.

Posted by Tobias Karlsson on 06/12/19 10:33:00 am in Design
This is the second part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part delves into more details.