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March 4, 2015
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Posted by Keith Burgun on 03/02/15 05:26:00 pm in Design, Indie, Smartphone/Tablet
The launch version of Auro was received super-well, but we also got some complaints about how the game is hard to learn. Here's what we think we did wrong with our Tutorial, and here's what we plan on doing about it.

Posted by Mark Griffiths on 03/02/15 05:26:00 pm in Design, Console/PC, Social/Online
There are two opposing research camps in the field of gaming studies. There are those who believe there is a causal link between the effects of playing video games and subsequent behaviours and those that don't. But what does the science say?

Posted by Randy OConnor on 03/02/15 05:26:00 pm in Design, Indie
Musing on shades of grey, Randy talks about the importance of "maybe".

Posted by Andrzej Marczewski on 03/02/15 05:26:00 pm in Design
Games and play are two separate concepts in the same family. Here I offer my view on their differences.

Posted by Christian Nutt on 02/27/15 06:59:00 pm in Design, Console/PC, Indie
Another of my Metroidvania source interviews -- this time with Jools Watsham of Renegade Kid, developers of Xeodrifter.

Posted by Dan Adelman on 02/27/15 03:53:00 pm in Business/Marketing, Indie
Indie developers struggle with the question of how to price their game and when to put in on sale. This article gives a framework for understanding pricing and suggests a 3-step approach, including a recommendation to announce price drops well in advance.

Posted by John Harris on 02/27/15 03:08:00 pm in Design, Console/PC, Indie
@Play is back with a long article about the legacy and future of Genesis roguelike-ish game ToeJam & Earl.

Posted by Jamie Madigan on 02/26/15 02:10:00 pm in Design, Console/PC, Social/Online
Has anyone ever done research on whether playing on the red team or the blue blue gives one a mental edge in games? Yep.

Posted by Adriaan de Jongh on 02/25/15 04:33:00 pm in Business/Marketing, Indie
contract( ) (pronounced Ďdo contractí) generates free, plain English agreements for and between game developers. Itís based on the idea that developers do not need legalese to come to an agreement or to resolve a disagreement.

What does turning fifty in game development mean to me? I canít imagine a life that doesnít involve making games. Over the years, Iíve grown and changed--and Iím nowhere near done yet. As an industry, we can grow and change too.