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July 3, 2015
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Posted by John Krajewski on 07/02/15 06:17:00 pm in Design, Indie, Social/Online
Our new project Eco puts a fragile world in the hands of a group of players, who must build a civilization without destroying it in the process.

Throughout my time in production it's been the fundamentals that have kept me sane, improved my output or taken me off the wrong path onto the right one. In this post I share what I believe production fundamentals are.

Posted by Junxue Li on 07/01/15 01:29:00 pm in Design, Production, Art, Social/Online, Smartphone/Tablet
In this series of posts, I would evaluate the characteristics of maps of a few popular games: Bubble Witch Saga 2, Jelly Splash, etc, from the point view of an art producer. This is part 2.

Posted by Raph Koster on 06/30/15 07:44:00 pm in Business/Marketing, Design
"They're just entertainment." "It's not our problem." "No, they don't." "Do you want games to be censored?" Lots of developers don't want to talk about if and how games affect people! But let's do it anyway.

Posted by Jeffrey Tseng on 06/30/15 07:44:00 pm in Design, Smartphone/Tablet
After publishing more than 30 games aimed at the female audience, CrowdStar decided to "unlearn" everything they knew and redefine what a game could be. Here they share 5 'rules to break' when designing and publishing games.





Soooooo we made something called "Missing Translation". After 14 months of development it's finally out. We got quite a lot of exposition, passed greenlight, closed a deal with a publisher, won awards and even got our apk stolen. Wanna know our story?

Posted by Ivano Sporitus on 07/02/15 06:17:00 pm in
There is a secret of why Mobile Developer must have a Publisher

Posted by David Leon on 07/02/15 06:17:00 pm in Programming, Console/PC, Indie, Smartphone/Tablet
With the arrival of Unity 5 we find that itís never been so easy to get high quality visuals in our game, but we donít always want realistic graphics for our project. In this article you will learn how to achieve a cel shading art style with Unity 5.

Posted by Alfe Clemencio on 07/02/15 06:17:00 pm in Design
A wave of "Interactive Stories" in video games are hitting the market. But "how" is a game interactive? These 3 quick questions help you out.

Tutorials can be one of the trickiest elements to get right in a title, but today's post looks at a shortcut of combining learning with level design.

Push notifications are a powerful resource to engage and reward gamers. Segmentation is key to ensuring the users you reach out to will be incentivized by your messages. Mix this with your gameplay mechanics as a hook to engage with your gamer audience.