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April 25, 2018
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Posted by Bill Gardner on 04/17/18 09:11:00 am in Business/Marketing, Design, Production
In trying to tease our next game, The Deep End Games decided to try something different. Here, Director Bill Gardner discusses his goals and how it all went in this mini post-mortem.

Do you believe game designers have an ethical obligation to their players?

Posted by Helen Carmichael on 04/17/18 09:08:00 am in Business/Marketing, Design, Indie
Indie developers Helen Carmichael and Jake Birkett from Grey Alien Games learned a lot at the recent Latvian game developers conference. Here's Helen's report from the event.

Posted by Joseph Kim on 04/16/18 09:50:00 am in Business/Marketing, Design, Smartphone/Tablet
Fortnite Battle Royale is a massive phenomenon on PC and console and now also on mobile. However, I believe key factors will limit the long-term sustained growth and success of Fortnite on the mobile platform.

Posted by Winifred Phillips on 04/16/18 09:50:00 am in Audio, VR
The 1st of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 1: The role of music in VR, with discussion of Presence, positional audio technologies, & tips for using ambient music.

This week's highlights include an update on Capy's much-discussed Below, how Valve gets you to look up in their first-person shooters, and lots more.

Posted by John Harris on 04/13/18 04:23:00 pm in Design, Console/PC
Excerpt from 21 Unexpected Games to Love for the Atari VCS. Riddle of the Sphinx shows developers for the Atari reaching for complexity of design and theme, a far cry from the Pong and Tank clones the system was made for.

Posted by Nathan Cheever on 04/13/18 09:30:00 am in Design, Art, Console/PC
A big game needs a big map and Mafia 3 had them in spades! Take a look at some of the places you may have missed in the Louisiana heat of New Bordeaux.

Posted by Pascal Bestebroer on 04/10/18 04:40:00 pm in Indie, Social/Online
Every year I set myself a business challenge, for this year (2018) the challenge is: cut out the dependance on other influencers (streamers/youtubers) and (game)press to talk about my game by becoming my own influencer.. of

Posted by Martin Nerurkar on 04/10/18 04:38:00 pm in Business/Marketing, Console/PC, Indie
Looking at 6 months of early access sales on itch.io for Nowhere Prophet. All the numbers and graphs you could want.