Gamasutra: The Art & Business of Making Gamesspacer
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September 21, 2018
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September 21, 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 Katarina Gyllenback on 09/14/18 09:40:00 am in Design, Production
What it means to have a cognitive approach to the narrative and how to approach a quality assurance from a narrative perspective beyond templates and strong structures in creation of engagement in digital and interactive contexts.

Posted by Michael Heron on 09/14/18 09:32:00 am in Business/Marketing, Design, Serious
Reviews often spend too much time describing and not a lot of time analysing. This is a discussion of how the use of Bloom's Taxonomy can help address this by systemizing the act of reviewing.

Posted by David Ferriz on 09/13/18 10:31:00 am in Design, Production, Art, Console/PC, Indie
I have never considered financial limitations as a restraint for creativity, but as an entry point to set up criteria to start working with.

Posted by Peter Stock on 09/13/18 09:26:00 am in Design, Indie
An exploration of how and why physics can provide enduringly fun gameplay.

Posted by Adrian Hawkins on 09/13/18 09:19:00 am in Business/Marketing, Indie, Social/Online
Latest in the series about how to make a playable on Discord RPG: this time we talk about techniques for promoting your server, including social media advertising and listing servers.

Posted by Sing Huey Lee on 09/13/18 09:15:00 am in Audio
Making of RPG Magic 2 Sound Pack. Details of design processes, plugins, and challenges we faced while designing this sound pack!

In this article, I break down 5 reasons why people play video games.

Posted by Felipe Pepe on 09/12/18 10:43:00 am in Design, Production, Art, Console/PC, Indie
A fascinating interview with Özgür Özol, designer of "Legends of Istanbul: Tulip Warriors" (1994), one of the first games developed in Turkey.

Posted by Egor Yusov on 09/12/18 10:41:00 am in Programming, Console/PC, Smartphone/Tablet
This article discusses different strategies to update GPU resources in Diligent Engine (a modern cross-platform low-level graphic library) as well as important internal details and performance implications related to each method.

Posted by Patrick Lipo on 09/12/18 10:40:00 am in Console/PC, VR, Design, Programming
In Part 2 of this Postmortem of Brass Tactics, we explore the evolution of unit manipulation and learn some of the things that worked surprisingly well in VR.