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November 23, 2017
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November 23, 2017
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Posted by Sara Casen on 11/21/17 10:42:00 am in Business/Marketing, Production
When making a game you need to keep track of what resources you are burning. It's far more than just time and money. This is Midnight Hub's last post in a series about how to reduce stress when working with games!

Posted by Daniel Stanford on 11/21/17 10:41:00 am in Business/Marketing, Design, VR
With the eSport industry showing a continued growth, technology becoming more advanced and the possibility of eSports making it as an Olympic event, Iíve taken a closer look at what eSport games we can expect in the future.

Posted by Anderson Addo on 11/21/17 10:39:00 am in
Being a hobbyist developer if really fun. But it's also demanding - it requires that you be able to take responsibility for every single aspect of development. This article talks about some fundamental mistakes every developer should be aware of and avoid

Posted by Scott Beca on 11/21/17 10:37:00 am in Business/Marketing, Production, Console/PC, Indie
As a studio of two we have spent evenings and weekends for years working on a game. With day-jobs, we have struggled to maintain momentum on our personal project. In this article, we'll talk about the lessons we've learnt trying to get our game finished.

Posted by Constantin Bacioiu on 11/21/17 10:36:00 am in Business/Marketing, Production, Indie
I should have been able to move at least 700 copies of a niche game at a low price and stay in business. I did not - this is a warning to other developers out there who work full time on their games! This is my tale.

Posted by Michael Smith on 11/21/17 10:35:00 am in Programming, Indie
These are the five most in-demand programming languages in the United States, based on how many jobs have been posted to major job sites in 2017.

Posted by Aaron Cook on 11/21/17 10:35:00 am in Design, Programming
For some, Random Number Generators (RNGs) can feel like arcane complex systems. This article briefly explores a few possible ways of setting up an RNG system to help aid the budding developer or designer.

Last week, I had a chance to talk to Game Economist Ramin Shokrizade on the subject of monetization in the Game Industry, and this is the recorded discussion.

I've spoken about tutorial design countless times, but it's time to get something straight, no matter what kind of game you're making, here are four reasons why you need a tutorial.

This Paper is a collection of conclusive research on the topic of cheating in the formation of Bartleís Taxonomy of Player Types.