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September 16, 2014
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September 16, 2014
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Posted by Andrzej Marczewski on 09/15/14 08:51:00 am in Design, Serious, Social/Online
At its heart, is gamification Pervasive User Centric Design? Is it the cross over between real and virtual worlds?

Posted by Christian Nutt on 09/12/14 03:57:00 pm in Business/Marketing, Console/PC
I wrote that giant history, but here's my personal take.

Posted by Junxue Li on 09/12/14 02:31:00 am in Design, Production, Art, Social/Online, Smartphone/Tablet
This series of posts are about shooting good pictures for 2D game art production. This post is Part 2.

Posted by Ethan Levy on 09/11/14 07:00:00 pm in Business/Marketing, Design, Console/PC
Following an experience spending $100 on IAP content in Battlefield 4, I highlight shortcomings in the experience and propose methods that spending additional money inside the game could be improved.

Posted by Mike Bithell on 09/11/14 03:25:00 pm in Design, Console/PC, Indie
There's a lot of good stuff in Destiny's UI, good stuff that isn't out of reach for indie devs.. may be worth stealing some of it ;)

Posted by Benjamin Gifford on 09/11/14 12:41:00 pm in Business/Marketing, Design, Indie
Your brown bag topic to discuss around lunch: What do you think is best for your game, a super fan or a whale? How do you go about connecting with super fans anyways?

Posted by Igor Rashkuev on 09/15/14 10:23:00 am in Business/Marketing, Indie
Sometimes it's quite hard to evaluate your game after getting a lot of feedback. But is all feedback equally important?

Posted by Benoit Prezeau on 09/13/14 05:37:00 pm in Design, Programming, Console/PC, Indie
What I have learned about character memories while working on a CRPG with artificial intelligence.

Trying to break down the criticism of what gaming media currently does and the various roles in it.

Posted by Glen Cooney on 09/12/14 07:50:00 pm in Design, Production, Serious, Indie, Smartphone/Tablet
In Part 2, I discuss the specifics of our production process, and the lessons learned along the way. Contending against steep internal and external challenges, we managed to bring the game to Google Play.

Posted by Dariusz Jagielski on 09/12/14 05:30:00 pm in Design, Console/PC, Indie, Smartphone/Tablet
Current trend of pushing everywhere achievements is bad method of increasing replay value. But should they be removed completely? No! In this post Dariusz talks about ways of implementing meaningful achievements.

In this post we share some of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games.