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February 24, 2018
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February 24, 2018
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Posted by Patrick God on 02/20/18 05:22:00 pm in Design, Indie
As a one-man-army indie game developer, it can be quite intimidating to make a story-driven game. But there are simple ways to add story elements anybody can implement.

Posted by Vadim Bulatov on 02/20/18 05:08:00 pm in Business/Marketing
The role of marketing in free to play games is often underestimated. In the modern understanding of marketing, you need to accompany the customer after purchase and make him a loyal client and an advocate for the brand.

Confused as to what marketing strategy to use? This post will help you organize your tactics and form a strategy to ensure people who are interested in your game will be with you on launch day.

Posted by Evan Todd on 02/20/18 05:02:00 pm in
In which I ignore the common wisdom that you can't "just add multiplayer" to my own peril.

Posted by Michael Heron on 02/20/18 04:56:00 pm in Business/Marketing, Design
This is a kind of 'new game journalism reader' that tries to explain why some of the NGJ pieces I regularly cite are so genuinely remarkable.

Posted by Cameron Nicoll on 02/20/18 04:55:00 pm in Programming
A look at some of the basic building blocks for a third person camera and how they work together.

Posted by Robin Ekeheien on 02/20/18 04:55:00 pm in Business/Marketing, Design, Production, Indie
First blog in the series of becoming an indie developer by transitioning from the assetstore to Steam. With sales numbers from the AssetStore

Posted by Thomas Brush on 02/16/18 10:45:00 am in Audio, Business/Marketing, Design, Art, Indie
In 2016, Kickstarter resoundingly supported my game about a minister in Hell, and raised over $100,000. So you can imagine how excited and nervous I am about my next Kickstarter campaign, the sequel to my first Flash about a boy named Pete in a coma.

Posted by Josh Bycer on 02/16/18 10:44:00 am in Design, Production, Indie
Today's post looks at a common phenomenon that can rear its head after the first big success of your studio, it's the allure to go big and could lead to you burning out of game development.

Posted by David Finseth on 02/16/18 10:39:00 am in Design, Art, Social/Online, Smartphone/Tablet
Technical Artist David Finseth of Synapse Games explains how the particle effects in "Spellstone" and "Animation Throwdown" were created in Unity3D.