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November 26, 2014
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November 26, 2014
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Posted by Christian Nutt on 11/25/14 07:04:00 pm in Business/Marketing, Console/PC
How are the Amiibo figurines? How is the Smash Bros. gameplay using them? And more importantly -- where does Nintendo go from here?

Posted by Samuel Rantaeskola on 11/25/14 01:24:00 pm in Production, Console/PC
Creating a hit game is a huge challenge, but following up on a hit with another hit is as difficult. How do you go about creating repeatable success?

Posted by ron carmel on 11/24/14 03:52:00 pm in Design, Indie, Social/Online, Smartphone/Tablet
One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.

Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture

Posted by Katie Chironis on 11/24/14 03:52:00 pm in Production, Indie
It's no secret that motivation to finish is the thing which kills nearly every indie game project. But it doesn't have to be that way. Here are some helpful tips on keeping your team together, productive, and moving forward.

Posted by Matt Matthews on 11/21/14 02:24:00 pm in Business/Marketing, Console/PC
You've heard Nintendo's Iwata say it, and now GameStop's joining in: Don't drive game values to zero.