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July 23, 2014
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Posted by Elizabeth Sampat on 07/22/14 06:08:00 pm in Business/Marketing, Serious
On Gamasutra today, the annual salary survey shows a smaller-than-average wage gap between the sexes. On Polygon, an expose of the harassment women faces shows a larger problem. But the biggest problem in both articles isn't getting discussed.

Posted by John Broomhall on 07/22/14 09:27:00 am in Audio, Console/PC
Reflections on re-imagining the distinctive soundtrack of a classic videogame

Posted by Jas Purewal on 07/21/14 07:16:00 pm in Business/Marketing, Smartphone/Tablet, Mobile Games
Interactive entertainment lawyer Jas Purewal explains the latest moves in the European Union to regulate free to play games and what it does and doesn't mean for Apple, Google and the games industry.

A simple "rule of thumb" for quick "smell-test" risk assessment of crowdfunded game projects.

Posted by Phil Elliott on 07/21/14 12:02:00 pm in Business/Marketing, Indie
Crowdfunding is a fantastic opportunity to introduce such a wide range of games to a wide range of gaming tastes. So is there a way that more confidence can be built into that relationship?

Some personal thoughts on good game ideas and things to avoid when choosing a new game project as an indie game developer.

Posted by Catalin Marcu on 07/23/14 03:57:00 pm in Production
Obsessively trying to make anything you work on better, in any sense of the word, can have worse consequences than you think.

Posted by Benoit Prezeau on 07/23/14 11:28:00 am in Design, Programming, Console/PC, Indie
Thoughts about describing the act of killing in a text-based CRPG.

Posted by Chanda Gohrani on 07/23/14 01:14:00 am in
Robots and videogames, a match made in heaven. They make good enemies (exploding in showers of sparks and bolts), sidekicks and player characters alike, and they're always super cool to boot. Here are just five of our faves from across the years!

Posted by Renante Silvestre on 07/23/14 12:04:00 am in Design, Programming, Serious, Indie
For my birthday I interviewed myself, here's how it went.

Posted by Mark Slabinski on 07/22/14 09:33:00 pm in
This blog deals with the tabletop gaming company Games workshop and the predicament they have found themselves in with their players. In their story is a lesson all studios should take to heart.

Posted by Josh Bycer on 07/22/14 02:41:00 pm in Design, Console/PC, Indie, Social/Online
Today's post examines the concept of forced failure or where a game is set up to make the player fail and why this form of design has some problems.