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June 30, 2015
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June 30, 2015
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A GameDevsLikeYou interview with Paul Tozour discussing game development in the '80s, Unreal Engine 4, scripting languages, AI, negotiation, game developer education, AR/VR, teamwork, emotional intelligence, and the origins of the @GameOutcomes Project.

Posted by Mike Stout on 06/29/15 01:49:00 pm in Design
Continuing my series on how I design, I want to show how spectra relate within a choice field, and how one can view that data in different ways by opening little “windows,” or views into the field.

Posted by Lewis Pulsipher on 06/29/15 01:49:00 pm in Design
I don’t use the word “theme” any more, because there are so many different meanings. These meanings are not even close to the same things. If you cannot know how your reader/listener understands a word, you can’t use it (if you want to be clear).

Posted by Alexander Freed on 06/29/15 01:49:00 pm in Design, Console/PC, Indie, Smartphone/Tablet
Novelists can't get data on how long it takes someone to read a given chapter or whether anyone finishes their books. You can do much better than that. Shore up your game narrative with the magic of data!

Posted by Jesse Schell on 06/26/15 08:17:00 pm in Design, Console/PC
A collection of VR tips from Jesse Schell, a 20 year VR veteran, featuring examples and illustrations from "I Expect You To Die", an Oculus Rift project from Schell Games.

Posted by Jamie Madigan on 06/26/15 02:41:00 pm in Design, Console/PC
What do the ending of the Mass Effect series and a painful medical procedure have in common? They both illustrate how memory and evaluation of experiences interact.





A personal reflection upon the theory of organic and inorganic game storytelling from a games writer.

Posted by Mark Rosner on 06/29/15 01:49:00 pm in Business/Marketing, Smartphone/Tablet
Paying attention to your game analytics is fundamental to the success of your game, especially on mobile, and especially when it comes to monetization. But you’d be surprised how many developers I encounter who don’t give analytics their due.

Posted by Peter Cardwell-Gardner on 06/29/15 01:49:00 pm in Business/Marketing, Indie
Making a game succeed is tough and unpredictable. No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A two part look at failed Kickstarter campaign for the music sandbox game, Cadence.

Posted by Peter Cardwell-Gardner on 06/29/15 01:49:00 pm in Business/Marketing
No amount of hard work can shield you from failure - and yet we often only hear about the success stories. A honest and authentic look at the emotional experience of failure, and how it affects your ability to stay creative and thrive.

Posted by Puneet Yamparala on 06/29/15 01:49:00 pm in Business/Marketing, Smartphone/Tablet
This post talks about how important the app icons for apps and how they add value to the apps.

I break down a few games that inspired me, and talk about which aspects of them I liked and didn't like, and then how I put these together to create a vision for my own game.