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The Game Designer is the only person who is utterly and completely in charge of the game experience, so to make the impressions seamless and thorough they have to meet compromises and make sacrifices. Here are five basic working issues we experience.

Posted by Harry Mack on 07/22/14 09:04:00 am in Audio, Indie
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on Beach music.

Posted by Elinor Cohen on 07/22/14 08:28:00 am in Business/Marketing, Social/Online
My love affair with community management began when I worked for an indie gaming studio. The studio had since closed and the games are no more, but the community remains and so does the community manager.

Posted by Bryan Cashman on 07/22/14 04:41:00 am in Business/Marketing, Console/PC
amiibo seems like a great way to extend the company's brands to the youth market, but CONSULGAMER sees a number of threats to the product line that could make amiibo another costly disaster for Nintendo.

Posted by Paolo Gambardella on 07/22/14 04:21:00 am in Design, Smartphone/Tablet
When we thought to build Hover Cabs, a casual version of Stress Taxi for PC, the first move was to think in our players.

We just released our first game on mobile. Here's how we did our first week.

MOBAs have been rising in popularity over recent years and today's post examines it's growth and things to consider if you are thinking of working on one in the near future.

Posted by Ben Jones on 07/21/14 05:56:00 pm in Design, Console/PC
One weird trick for not infuriating your players.

Posted by Kevin Harwood on 07/21/14 05:08:00 pm in Business/Marketing
Video Game Whales have been discussed frequently but with little insight to the financial nature of the “beast”. A whale is a user who is spending a significant higher amount on your game through microtransactions (MTX).

Posted by Kenneth Arcieri on 07/21/14 10:17:00 am in Programming, Console/PC, Indie
Procedural shaders don't share the same luxuries as texture maps when it comes to antialiasing. In this post I explain how I implemented a antialiasing method called "frequency clamping" to remove undesired artifacts from my materials.