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June 24, 2018
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June 24, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Posted by Artemiy Kozlov on 06/22/18 10:26:00 am in Business/Marketing, Serious, Social/Online
How we do community management at Pixonic: why we appreciate the angriest comments and value personal communication with everyone.

Posted by Pippin Barr on 06/22/18 10:25:00 am in Design, Indie
In this short essay, Pippin explains how he and Jonathan Lessard figured out an ending to their Rogue/chess hybrid Chogue, providing an in depth example of their approach to hybridisation in game design.

Posted by Leszek Gorniak on 06/22/18 10:23:00 am in Production, Design, Programming
Handling bugs in a proper way is essential for game quality. In this post I'll present a clear and effective method to report bugs.

Posted by Gregory Pellechi on 06/22/18 10:22:00 am in Design, Production, Console/PC, Indie
Writing a video game shares some similarities to writing for TV or film, but there's a lot more to take into account. That's why you need to make a model for your team to understand how to utilize everything you've written. Or it won't be in the game.

Posted by Nicholas Kinstler on 06/22/18 10:21:00 am in Design
New designers often create needlessly complicated and clunky designs, but the truth is that simple designs are good designs. Nick Kinstler outlines the nature of this problem and offers some tips for new designers who struggle with complexity.

Posted by Michael Heron on 06/21/18 10:29:00 am in Business/Marketing, Design, Production, Serious
In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important for all of us.