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October 21, 2014
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Popular Meetups like SVVR, VRLA, and San Francisco VR Meetup are getting kudos for inexpensively getting a lot of expertise in one room. Learn about the gaps that need to be filled to grow the industry, and an effort being done to fill them.

Posted by Thomas Grip on 10/15/14 02:02:00 pm in Design, Console/PC
An analysis of the games that laid the foundation for Alien: Isolation, an overview on what the games does well and what it fails at and finally some discussion on how to evolve the genre.

While there will always be a place for randomness of all sorts in some kinds of interactive systems, I believe the current assumptions with regard to randomness in games are largely wrong.

Posted by Geoff Ellenor on 10/15/14 02:02:00 pm in Design, Console/PC
How good a designer you are depends mostly on how much design you get to do.

Posted by Pallav Nawani on 10/13/14 02:11:00 pm in Design, Programming, Art, Indie, Smartphone/Tablet
This is the third and the last post in the Blog series ‘Porting an adventure game to mobile: Tips and Pitfalls’. Part 1 is here. Part 2 is here.

Posted by Bob Whitaker on 10/13/14 02:11:00 pm in Console/PC
Historians consider elements of cultural history in Diablo III. Topics include angels, demons, witches, demonic possession, hell and purgatory.

Posted by Paul Tozour on 10/13/14 01:46:00 pm in Business/Marketing, Production
A first-of-its-kind study to statistically evaluate game dev efforts across hundreds of game teams and generate insights about how teamwork, culture, leadership, and production practices contribute to team effectiveness and project success or failure.

Posted by Brent Knowles on 10/08/14 01:34:00 pm in
This is the third post wherein I discuss the various prototypes behind the game Hauler. In this segment I add some new gameplay to the prototype and evaluate it.

Posted by Rev Dr Bradley Meyer on 10/08/14 01:34:00 pm in Audio, Console/PC
First in a multi-part series discussing the details of some of the sound design featured in inFAMOUS Second Son. This post covers early sound concepting of powers and the resources used to create Delsin's smoke powers.

Posted by Jamie Madigan on 10/08/14 01:34:00 pm in Design, Console/PC
Destiny's loot system leaves out one very important component that could make playing the game more compulsive and habit forming. But it adds in another that might be prolonging player enjoyment after getting a sweet loot drop.