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September 3, 2015
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Posted by Mike Stout on 09/02/15 01:17:00 pm in Design, Console/PC
Best practices for letting the player know what questions your enemies are asking.

Posted by Keith Burgun on 09/02/15 01:17:00 pm in Design, Production, Console/PC, Indie, Smartphone/Tablet
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.

Posted by Paul Kilduff-Taylor on 09/02/15 01:17:00 pm in Audio, Design
I discuss some thoughts on music and what game design might be able to learn from it.

Posted by Jobye Karmaker on 09/01/15 01:35:00 pm in Design, Production, Art, Console/PC
Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing!

Product Positioning is one of the most important aspects of games marketing to a prospective audience, here this blog post looks at the importance of positioning in a busy marketplace and defining your products feature strengths against competitors.

Posted by Alex Fleetwood on 09/01/15 01:35:00 pm in Design, Production, Indie
It's increasingly important to create games that stand out with original mechanics and features. Designer and studio director Alex Fleetwood describes "This We Believe" - a design tool that he's used for the last five years to do just that.

Posted by N Baron on 09/02/15 01:17:00 pm in Programming, Console/PC
This post will explain the steps I went through to enable stereoscopic 3D in Unity3D. Specifically, quad-buffer stereoscopic 3D (QBS3D) used to perform professional grade 3D effects. This journey starts in 2011 and conclude with the latest release 5.1.3.

Posted by Yanick Bourbeau on 09/02/15 01:17:00 pm in Audio, Programming, Production, Art, Indie
There are so many articles about how to do games using Windows with engines such as Unity and flipping art from assets stores. But really there are not many articles about alternative development processes such as building under Linux.

Posted by Mark Rosner on 09/02/15 01:17:00 pm in Business/Marketing, Smartphone/Tablet
LTV, the lifetime value a customer, is one of the most important metrics for game developers to track. It is the ultimate benchmark of how your game is doing in terms of revenue. You can calculate LTV lots of ways, but this shares how you can increase it.

Posted by Pietro Polsinelli on 09/02/15 01:17:00 pm in Design
Why playing some videogames leaves you with a sour taste, with the feeling of having wasted time and even that you have somehow debased yourself? I try to find game structural features that can be used to avoid such side effect.

Posted by Ryan Sumo on 09/02/15 01:17:00 pm in Art, Indie
I go over my pipeline for making and animating characters using Photoshop and 2Dtoolkit in Unity.

Posted by Michel Sabbagh on 09/02/15 01:17:00 pm in Design, Console/PC
A guide on how to craft and design gaming firearms that truly evoke the feeling of power the player seeks from his/her overall experience.