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August 30, 2014
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The first of a short series of truly Objective Game Reviews in response to recent events within the video game enthusiast communities.

Posted by Ethan Levy on 08/28/14 02:21:00 pm in Business/Marketing, Design, Console/PC
Following the introduction of several IAP elements in Battlefield 4 over the past few months, I investigate the effects spending $100 in shortcuts and Battlepacks has on the multiplayer experience.

Posted by Martin Pichlmair on 08/28/14 01:36:00 pm in Business/Marketing, Indie
Indies are not as independent as the name suggests. Instead, they struggle for autonomy every day.

Posted by Jana Reinhardt on 08/28/14 10:29:00 am in Business/Marketing, Indie
Gamescom. 335,000 players, business attendees and developers visited Cologne from 88 different countries. For a whole week we were guests in a wild mix of games, Let's play shows and character cosplay and also as part of the famous Indie MEGABOOTH.

Posted by Oliver Franzke on 08/28/14 01:34:00 am in Programming, Art, Console/PC, Indie, Smartphone/Tablet
Good lighting can improve the visual quality of a game significantly. In this blog post I’ll describe various techniques for dynamic 2D character lighting that are very easy to implement and don’t require any additional assets (e.g. normal maps).

Half-way through development a game came out with the same name as ours; dealing with this hassle ended up making the game identity much stronger.





Posted by Frederic Fourcade on 08/30/14 04:23:00 pm in Design, Console/PC
I feel that these two games are very similar in the way they intend to involve the player in the plot. But they are interestingly different in the way these intentions are implemented in-game.

Posted by Alejandro Garza Cuellar on 08/30/14 02:51:00 pm in Production, Indie
It took us a while, but it's finally here: REalM Walk of Soul demo!! And that's not even the most important part, because when releasing the demo we decided to go big, and what better way to do it than to entering the game at Steam Greenlight.

Posted by Dan Felder on 08/30/14 02:41:00 pm in Business/Marketing, Design, Indie
Whether looking to improve, looking to hire or looking for team members - there's at least one big thing that sets amateur designers apart.

Posted by David Amador on 08/30/14 08:51:00 am in Programming, Indie, Smartphone/Tablet
Quest of Dungeons was made in C++ and OpenGL, it runs on Windows, Mac and Linux in native code. I never made anything for Android, in fact I never even used one before this, so when I decided to port QoD to it, I had no idea of what to expect.

Posted by John Quick on 08/30/14 03:31:00 am in Design, Console/PC, Indie
Thanks to an insightful jumping analysis from a fellow Gamasutra blogger, I was inspired to share a few corresponding thoughts on whether to jump at all and how many times to jump.

Posted by Marc-Andre Jutras on 08/28/14 11:33:00 pm in Serious
A reaction to a chain of blogs and news claiming "gamers" as a whole are now dead and irrelevant.