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July 17, 2018
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July 17, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Posted by Caleb Compton on 07/15/18 01:22:00 pm in Business/Marketing, Design, Art, Social/Online, VR
A few months ago Steven Spielberg released his latest sci-fi epic, Ready Player One. While a lot can be said about this movie, in this article I specifically want to look at it from a game design perspective. Is the OASIS actually a good game?

Posted by Shaun Roopra on 07/15/18 01:22:00 pm in Business/Marketing, Production, Console/PC, Indie
A look at some of the things weve learnt from releasing our first game on Nintendo Switch, one year later. There may be some advice, potentially some insights into our decrepit soul and definitely lots of bad jokes.

Plan on sharing your product with a new locale? Great! Check out these suggestions from QA to make the transition as smooth as possible.

Posted by Michael Heron on 07/15/18 01:20:00 pm in
Here's what we were up to in the month of May, 2018

Posted by Josh Bycer on 07/15/18 01:20:00 pm in
While plenty of people are talking about the Resident Evil 2 Remake, I want to go back to the first Remastered and an interesting way of increasing the horror with enemy design.

Posted by Stas Korotaev on 07/15/18 01:19:00 pm in Design, Programming, Indie
We wanted a way for the player to not get stuck while playing and here is how we tackled that problem...

Posted by Julius Fondem on 07/15/18 01:18:00 pm in Business/Marketing, Console/PC
I recently watched RobinGamings video on how Naughty Dog's agenda of inclusivity & diversity will in his opinion make their games worse and make them lose fans. In this write up I analyze Robin's arguments and present my own counter arguments.

Posted by Rene Haase on 07/11/18 05:10:00 pm in Art, Serious
An exploratory essay on the influence of romanticism ( the art period ) on Dark Souls III, covering multiple artists and aspects and philosophies of the movement, such the idea of 'the sublime' and what this means for the player.

This week Im going to talk a little bit about one of the most common and important action every business developer undertakes really often negotiations!

3 years ago, Ive founded Dreamz Studio here in Paris. It turned out that the team has been changing quite often since then. To succeed in it, I had to find a solid base that would be keeping up with our game. This is where I turned to players.