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March 4, 2015
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Posted by Harrison Pink on 03/03/15 02:09:00 pm in Design, Console/PC
In Part One of a two part series on getting into the game industry, I describe my own personal path into games, as well as clear up some common misconceptions about being a professional game designer. Part Two will arrive next week.

Posted by Darby McDevitt on 03/02/15 05:26:00 pm in Business/Marketing, Production, Console/PC
In 2002, Humongous Entertainment was a company known and beloved for its catalogue of popular tween-oriented adventure games. But its masterpiece was a turn-based strategy title you haven't heard of: "Moonbase Commander" - the best game you never played.

Posted by Katie Chironis on 03/02/15 05:26:00 pm in Design, Indie
When it comes to including more diversity within historical casts of characters, creators often fall behind the defense that "white casts are historically accurate." Here are some ways an indie team dismantled that myth.

Posted by Keith Burgun on 03/02/15 05:26:00 pm in Design, Indie, Smartphone/Tablet
The launch version of Auro was received super-well, but we also got some complaints about how the game is hard to learn. Here's what we think we did wrong with our Tutorial, and here's what we plan on doing about it.

Posted by Mark Griffiths on 03/02/15 05:26:00 pm in Design, Console/PC, Social/Online
There are two opposing research camps in the field of gaming studies. There are those who believe there is a causal link between the effects of playing video games and subsequent behaviours and those that don't. But what does the science say?

Posted by Randy OConnor on 03/02/15 05:26:00 pm in Design, Indie
Musing on shades of grey, Randy talks about the importance of "maybe".

Posted by Kelsey Cidade on 03/02/15 05:26:00 pm in Indie, Smartphone/Tablet
Here is a look at the first stage and boss in Kitty Pot Cracker, a game for Android/Google Play by Cidade Art Productions. Coming out March 2015!

Posted by Kelsey Cidade on 03/02/15 05:26:00 pm in Design, Indie, Smartphone/Tablet
Still at the tightening up/bug testing stage of development and it has to be the toughest part of this process but the most rewarding.

Posted by Thomas Young on 03/02/15 05:26:00 pm in Programming, Console/PC
When you need to delete elements mid-sequence you'll maybe reach for a linked list. Not so fast! Contiguous buffers is good. Vectors might still be faster, or there may be other possibilities such as 'hosting' your list inside a vector.

Posted by Anders Therkildsen on 03/02/15 05:17:00 pm in
The fear of losing the fun of your game when you start implementing analytics is ever present. But taking a look at the classics from which most developers get their inspiration, will reveal seamless ways of integrating game design and analytics.

Posted by Taylor Bair on 03/02/15 05:17:00 pm in Business/Marketing, Production, Indie
With money, one thing is constant: Risk. What do you give up to get what you need? And as a startup, where should you look first for money? This is an attempt to answer those questions using my gamedev modification of the pecking order of finance.

Posted by Marcin Polaczyk on 03/02/15 05:17:00 pm in Design, Programming, Production, Indie
15 things to remember when you're going to take a part in game jam.