Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 31, 2021
View All     Post     RSS
July 31, 2021
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Posted by Vesko Tenekedzhiev on 07/19/21 11:38:00 am in Business/Marketing, Design, Production, Indie
Why the project started, how it was developed and marketed, my thought process, failures, design and workflows.

Posted by Sergei Golitsyn on 07/19/21 11:37:00 am in Programming
This post is about game rewards and how we did it on the server side.

Posted by Yongcheng Liu on 07/19/21 11:04:00 am in Design, Production, Console/PC, Smartphone/Tablet
In fact, in terms of the current situation of Chinese domestic games, bots in game have become an inevitable presence. Almost all Chinese mobile games involving PVP will put bots in game.

Game Dev Digest Issue #103 - Making Things Better. The latest from the free weekly Unity3d/gamedev newsletter.

Posted by Erik Hermansen on 07/19/21 10:56:00 am in Audio, Production, Serious, Indie
The actors have auditioned and you've made hard choices. In this final part of my series, I go over the last steps for bringing voice acting into your game.

Posted by Feras Musmar on 07/19/21 10:20:00 am in Design
A breakdown of three smart design decisions Insomniac Games took that made Marvel's Spider-Man sticky and motivated its players to go beyond just completing the game and drove a substantial number of players to go even further and 100% it

Posted by Giannis Georgiou on 07/16/21 05:50:00 am in Design, Serious
What lies behind completionism and why it is more than just some players' funny attitude towards gaming.

Posted by David Stark on 07/15/21 09:38:00 am in Design
Starting from a subjective comparison of the cult strategy game Armageddon Empires to the newcomer Old World, I attempt to extract some useful design principles about mechanics and narrative.

Posted by Denis Listov on 07/15/21 09:37:00 am in Business/Marketing, Production, Console/PC, Indie
The final story of making a PC game. How did I manage to find both strength and a way out of a difficult situation, after the fall of two crowdfunding platforms, the sale of a car and an old loan.

Posted by Paolo Gambardella on 07/15/21 09:37:00 am in Design, Indie, Smartphone/Tablet
This article has been originally posted on my LinkedIn profile