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October 20, 2014
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October 20, 2014
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Posted by Bill Gardner on 10/17/14 12:30:00 pm in Business/Marketing, Design, Production, Console/PC
Using personas as a tool to get inside heads.

Posted by Ian Bogost on 10/16/14 07:33:00 pm in Business/Marketing, Design, Indie
On isolationism in game development; my Indiecade 2014 talk

Posted by Nick Halme on 10/16/14 01:32:00 pm in Design, Smartphone/Tablet
Taking a look at the different sort of multiplayer experience Fuel introduces to mobile games, and some of the precedents set by "traditional" gaming which we can apply to mobile with this new environment in mind.

Popular Meetups like SVVR, VRLA, and San Francisco VR Meetup are getting kudos for inexpensively getting a lot of expertise in one room. Learn about the gaps that need to be filled to grow the industry, and an effort being done to fill them.

Posted by Thomas Grip on 10/15/14 02:02:00 pm in Design, Console/PC
An analysis of the games that laid the foundation for Alien: Isolation, an overview on what the games does well and what it fails at and finally some discussion on how to evolve the genre.

While there will always be a place for randomness of all sorts in some kinds of interactive systems, I believe the current assumptions with regard to randomness in games are largely wrong.





Posted by Eric Caoili on 10/20/14 01:56:00 pm in Design, Art
Netrunner is one of the most progressive games in terms of gender and minority representation, but its playerbase doesn't reflect that diversity. I talked with the game's lead designer about that discrepancy and the toxic nature of some competitive games.

Posted by Gabriel Cornish on 10/17/14 12:17:00 pm in Production, Console/PC, Indie
Keeping motivation alive long enough to see your game projected completed is challenging. I talk about some practical tips on how to keep motivation alive without wearing yourself out.

Today's post takes a closer look at why the Steam Workshop is a big deal for both developers and consumers and how they can both profit from it.

Posted by Thomas Young on 10/17/14 12:17:00 pm in Programming
A technique we use in PathEngine with offset mesh vertices to eliminate a bunch of special case conditions, such as vertex crossings and exactly on edge points, and simplify our mesh based geometry.

Posted by Wai Yen Tang on 10/17/14 12:17:00 pm in Console/PC, Social/Online
Two studies investigate the psychological processes underlying short- and long-term effects of video game violence on interpersonal trust.

Empathy is the most important game design skill you could ever develop.