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January 22, 2018
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January 22, 2018
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Posted by Josh Burns on 01/22/18 09:03:00 am in Business/Marketing, Indie
Hyper-casual games have seen wild success in the West, but now the Chinese market is presenting a new opportunity for developers.

Posted by gumi Team on 01/19/18 11:26:00 am in Business/Marketing, Smartphone/Tablet
In this next diary, we explore a little more in depth on how our language alchemists localize the game, the challenges and idiosyncrasies of translating Japanese-centric game into 4 culturally-unique languages.

Posted by Lonard Bertos on 01/19/18 11:25:00 am in Design, Art, Console/PC
GTA scenario is incredibly good, right? But most of the time, when it's done, the game becomes boring. Why? The GTA scripts lead us to the very fun gameplay we know, but some characters seem to work better without a narrative-oriented scenes.

Posted by Alex Dorans on 01/19/18 11:25:00 am in Audio, Design, Programming, Production, Art
In Academia there hasn't been a push to create the next generation of talented QA'ers in the same way as we see dedicated Design, Art, Programming, Audio and Production courses. This post explores and invites comment on what such a course may look like.

Posted by Sara Casen on 01/19/18 11:24:00 am in Business/Marketing
From concept to realization, here's the booth art we produced for our upcoming indie game Lake Ridden, which was displayed at EGX in Birmingham, in front of 80 000 visitors.

Posted by Aaron Steed on 01/18/18 09:04:00 am in Design, Programming, Indie
What goes into a match-3 game that takes 4 years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3.

Posted by gumi Team on 01/18/18 09:03:00 am in Design, Smartphone/Tablet
Ting Shang Jia and Jacky Yap, Lead Game Designers supporting the global development for The Alchemist Code and Brave Frontier, share insights on a major collaboration event.

Posted by Martin Kolesar on 01/18/18 09:03:00 am in Design, Console/PC, Serious, Indie
Wouldnt it be more fun if we hid the success probabilities of choices in an RPG? In real life, you mostly understand your chances without percentages popping up in front of your face. Here's how we think about the problem when designing Sacred Fire RPG.

What do you do if your video game art is being used in advertisements without your permission? You've got a few options, but they depend on how it's being used and what your goal is.

Posted by Hsiao Wei Chen on 01/18/18 09:00:00 am in Business/Marketing, Design, Production, Indie
So I decided to make a game about depression, even though its something that I dont normally talk about. I normally dont talk about it because its hard for me to tell people that Im not okay.