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April 28, 2015
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Posted by John Harris on 04/27/15 12:33:00 pm in Design, Console/PC, Indie
The least copied aspect of Rogue is its ingenious item identification system. The system's origins in 1E AD&D. An example of the system in play. What it does well, and the pitfalls in implementing something like it. Closing notes.

Posted by Yoann Pignole on 04/27/15 12:32:00 pm in Design, Programming, Console/PC, Indie
On this third episode of the "hobbyst coder", I would like to share my approach to 2d platformer pathfinding. In this first part, we'll be talking about the navigation mesh generation...

Posted by Thomas Bidaux on 04/27/15 12:28:00 pm in Business/Marketing, Console/PC, Indie
In an attempt to go further with the media monitor analysis, I will change the rhythm to a quarterly review schedule, in addition to Special Editions whenever a major event has occurred like the latest GDC one.

Posted by Cassandra Khaw on 04/24/15 01:43:00 pm in Business/Marketing, Serious, Indie
Southeast Asian micropublisher Ysbryd Games recently took to PAX East for their first exhibition ever. Here is what they've learned from that week of insanity, new friends, and oh-my-gawd-whys.

Posted by Robert Zubek on 04/24/15 01:43:00 pm in Design, Console/PC, Indie, Smartphone/Tablet
Here's how we balanced our last game using a simple model built in MS Excel.

Posted by Keith Burgun on 04/23/15 06:17:00 pm in Design, Serious, Indie
There's been a lot of discussion about how to prevent toxic behavior in players of online competitive games. Today I'd like to suggest a different approach.





Posted by Matthew DeLucas on 04/27/15 12:54:00 pm in Design
A "theoretical" look at how balance could be improved (or hurt) in asymmetric games, using fighting games as the primary example, by utilizing frame data created at the beginning of production as well as discussing balancing issues outside of frame data.

Posted by Justin Cox on 04/27/15 12:53:00 pm in Business/Marketing, Production, Console/PC, Indie
Valve's move to bring paid modding wasn't a surprise but instead another step towards creating their virtual economy. We look into the details and the possible rise of Professional Modding.

Posted by Taro Omiya on 04/27/15 12:52:00 pm in Design
In less than a week of submission, my third Ludum Dare entry, Star Driller Ultra has 76 votes, making it the most popular entry Iíve put up in the Game Jam. I have a major confession to make about the game: I hate it.

Posted by David Jimenez on 04/27/15 12:46:00 pm in Business/Marketing, Indie
Would you like a first hand impression of how is it to run a Kickstarter campaign? This article explains in detail our pre-campaign preparation and the first 10 days of it. The first of a 3 part article where we'll discuss in depth our Kickstarster.

Posted by philipp zupke on 04/27/15 12:31:00 pm in Design, Console/PC
Analysing the System Design and Balancing of the turn based top down shooter "Halfway".

Posted by Lena LeRay on 04/27/15 12:29:00 pm in Design, Production, Indie
I worked on a team for Ludum Dare for the first time. This is my postmortem for our game, Ultra Hat Dimension.