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June 16, 2019
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This week's roundup includes all kinds of E3 neatness from Los Angeles, including discussion of Nintendo's announcements, the PC Gaming Show, Microsoft's xCloud vs Google Stadia (or not!), as well as another 10+ links that aren't about E3 at all.

Posted by Junxue Li on 06/14/19 10:21:00 am in Design, Production, Art, Social/Online, Smartphone/Tablet
In the last decade, our team/as art contractor creates background art for various story games. In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production a

Posted by Herman Tulleken on 06/12/19 09:42:00 pm in Business/Marketing, Design, Serious
Highlights from the history of advergames.

Posted by Tobias Karlsson on 06/12/19 10:34:00 am in Design
This is the third and final part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part provides more example on how to apply the method through a case study.

Posted by Tobias Karlsson on 06/12/19 10:33:00 am in Design
This is the second part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. This part delves into more details.

Posted by Tobias Karlsson on 06/12/19 10:31:00 am in Design
This is the first part in a three-part series describing a method for viewing, analyzing, and comparing depth and accessibility of games. The first part is an overview of the method.

Posted by Tommy Thompson on 06/12/19 10:24:00 am in Design, Programming, Console/PC
Skeletons and sharks, two distinct AI systems in Sea of Thieves with their own interesting design secrets.

Posted by Sande Chen on 06/12/19 10:23:00 am in Design, Serious
In this article, game designer Sande Chen looks at why social impact game designers should consider emotion-based appeals rather than statistics-filled logic.

Posted by Niklas Gray on 06/11/19 11:18:00 am in Programming
Discusses strategies for synchronizing a data-oriented ECS with an external system that keeps state.

This week's roundup includes a look at some great community events - from the fighting game scene's Combo Breaker to Japanese indie dev scene's BitSummit, as well as a peek at the first ever E3 Expo, kids apps, D&D in 2019, & lots more.

Posted by Seth Coster on 06/14/19 10:33:00 am in Design, Console/PC, Indie, Social/Online
Games with user-generated content often suffer from the "Play Problem": players that create content can't get their creations seen by other players. Levelhead solves the Play Problem in an elegant way that puts control of visibility in players' hands.

Posted by Aiaz Marx on 06/14/19 10:19:00 am in Business/Marketing, Production, Serious, Indie
Is it a sad story about failure, or just another tale about recognition and success? That depends on what you take from it.

Posted by Austin Anderson on 06/13/19 11:06:00 am in Design
Analysis of extended fiction techniques used in ICEY, a part of my series of blog posts with sections from my Honors Thesis on extended fiction in game design.

Posted by Natalie Mikkelson on 06/13/19 11:05:00 am in Business/Marketing
Attract followers and keep followers with these social media marketing basics...

Posted by Yannick Elahee on 06/13/19 10:44:00 am in Business/Marketing, Production, Indie
Open The Gates! More and more indies are allowing players to have a say about game updates. Maybe you decided to do this aswell, here are some tips & tricks after making 4 open game development games!

Posted by Emma Truong on 06/12/19 11:04:00 am in Business/Marketing
Although making money from applications on ISO is difficult, the income will be quite stable if you can do the following things

Posted by Liviu Boar on 06/12/19 10:22:00 am in Business/Marketing, Console/PC, Indie, Social/Online
A detailed dive into everything your Steam page should feature in order to be as efficient as possible.

Posted by Giada Zavarise on 06/12/19 10:19:00 am in Business/Marketing
Tips and tricks to help people play your game, have a smooth experience and leave your booth with a smile.

Posted by Andrew Barron on 06/11/19 10:57:00 am in Design, Production, Serious
This article shows 3 simple design techniques we use at Bohemia Interactive Simulations to clearly define goals early in our projects.

Posted by Tom Safarov on 06/10/19 10:32:00 am in Art
In this post originally published on RocketBrush Studio's Blog, you will find a simple tutorial on creating your game character from the idea to the completed work.