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July 17, 2018
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    Emma Kidwell
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Posted by James Margaris on 07/11/18 03:04:00 am in Design, Console/PC, Indie
Examining the "ideas are cheap" mantra via Breath of the Wild and Xenoblade Chronicles

Posted by Morgan Jaffit on 07/10/18 09:01:00 pm in
A look at how distribution and visibility have changed as Steam has moved from Curation, to Greenlight, to Steam Direct.

Posted by Bryant Francis on 07/10/18 03:41:00 pm in Design, Console/PC
Fantasy Flight Games' X-Wing 2.0 offers some interesting lessons for game developers as the industry moves toward supporting more live, always-updated games.

Posted by Tommy Thompson on 07/09/18 02:45:00 pm in Design, Programming, Console/PC
2012's Spec Ops: The Line is a cult classic third-person cover shooter by Yager Development. In this article I explore how the horrific story of Spec Ops is held aloft by smart AI systems and designers exploiting them to full effect.

Posted by Ben Weber on 07/09/18 02:38:00 pm in
Using the R programming language to create interesting summarizations of expert StarCraft gameplay.

This week's highlights include a fascinating longform piece on a video streamer, Fortnite's unexpected story flourishes, and more on gaming addiction being 'singled out'.

Posted by Josh Ge on 07/03/18 10:43:00 am in Design, Programming, Production, Art, Serious, Indie
Exploring achievements in Cogmind, covering why and how they were selected and organized, the creation of 256 icons, and the underlying implementation including related UI features and Steam integration.

This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.

Posted by Tyler Glaiel on 06/29/18 05:01:00 pm in Business/Marketing, Programming
Recently a new method of estimating sales data for games on steam based on achievment stats showed up on the site barter.vg. I reverse engineered it then improved upon it, and here's how.

Posted by Tanya X. Short on 06/29/18 03:05:00 pm in Production
One indie team lead shares her lessons learned from mistakes made when launching her studio's biggest game, Moon Hunters, in 2016.