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February 8, 2016
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Posted by Stephan Schutze on 02/03/16 01:18:00 pm in Audio
Domestic and international travel is becoming more important to developers across the games industry. GDC 2016 is just around the corner and if you have not started to think about your travel plans, you probably should.

Posted by William Grosso on 02/02/16 01:37:00 pm in Business/Marketing, Smartphone/Tablet
Mobile game revenue is overwhelmingly in-app purchase-based in recent years, but for several reasons, many AAA publishers are still selling their games as premium paid apps. Here's 3 proven IAP revenue strategies which don't hurt gameplay worth trying.

Posted by Pascal Luban on 02/02/16 01:37:00 pm in Design
In this last part of my feature, I assess the strengths and weaknesses of episodic games and conclude with key learnings.

Posted by Howard Tsao on 02/01/16 01:13:00 pm in Audio, Production, Console/PC, Indie
A Journey from Conception to Live Instrumentation - Guns of Icarus Main Theme 2 Years in the Making

Posted by John Ardussi on 02/01/16 01:13:00 pm in Design, Programming
There are times when the easy way to make a game is actually more fun for the player than the hard way.

Games investments, M&As and IPOs deal value dropped 81% in 2015 vs 2014. Games investment value fell 30%, games M&A deal value dropped 75% (excluding Activision-Blizzard/King which hasn’t closed yet), with games IPOs at the lowest level in a decade.

This article introduces Chinese mobile giant Tencent's new mini console. Is Tencent after something big?

Posted by Bob Whitaker on 02/01/16 01:13:00 pm in
On this episode of History Respawned, Bob Whitaker talks with scholar John Morán González about the history behind Red Dead Redemption. Topics include the west in American imagination, racial violence, and the Mexican Revolution.

Posted by Greg Johnson on 02/01/16 01:13:00 pm in Design, Console/PC, Indie, VR
This is the second post in a 6-part series on Designing for Interactive Story. I hope you find it interesting, and thought provoking.

Posted by Jean Simonet on 01/28/16 08:05:00 pm in Programming, Console/PC
Game programmers write state-machines all the time, and yet the way we do it is often un-intuitive, over-engineered, or prone to mistakes. There is a better way, one that takes advantage of the new features of our game programming languages.