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January 16, 2019
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January 16, 2019
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Posted by Jake Carfagno on 01/14/19 08:05:00 am in Business/Marketing, Console/PC, Indie
A reflection on our first experience showcasing Runaway, a punk rock parkour platformer, at the Music & Games Festival (MAGFest). We've learned a lot and share here what went well and where we have room to improve.

Posted by Evelyn Lin on 01/14/19 08:05:00 am in Business/Marketing, Smartphone/Tablet
The Chinese gaming market is understandably very attractive for many companies looking to go global. But while this massive market presents huge business opportunities, entering China poses its own set of unique challenges.

Posted by Kimberly Culp on 01/11/19 10:39:00 am in Business/Marketing, Production, VR
Many game companies have just finished (or may still be working on) their GDPR compliance. But, California has a new privacy law that will likely require another look at privacy practices. This article benchmarks what others are doing to comply.

Posted by Nathan Savant on 01/11/19 10:38:00 am in Design, Production, Console/PC, Serious, Indie
A breakdown of the Three Act Structure and how it can be expanded to help guide non-linear narratives

Posted by Jessica Paek on 01/11/19 10:38:00 am in Business/Marketing, Indie
Whatever size your community currently is, there are even more people out there who would be your fans if they knew about you. We discuss how to get the most out of your social media efforts by engaging with your audience.

Posted by Tiago Costa on 01/11/19 10:37:00 am in Design
I finally got around to play XCOM2 and once again my soldiers died... I grew attached to one in particular... Onde Called Sofia "Solo" Conti. Then I saw her died to a set of lucky hits... Why do we get so attached to our soldiers in XCOM?

Posted by David Bailly on 01/11/19 10:34:00 am in Design, Indie
How we keep an archive of decision-making within the design docs with the help of a few emoticons.

Atari founder, Nolan Bushnell, came up with the game design methodology “Easy to learn, but hard to master.” While it has become a popular mantra for designing game mechanics, it may not be the only philosophy that works.

Posted by Jessica Paek on 01/10/19 11:14:00 am in Business/Marketing, Indie
For our last developer interview of the year, we got to talk to Thor from Pirate Software to talk about how he left AAA to start his own indie studio.

Our game PIXELMAN was removed from Google Play because it features a small cleavage.