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November 27, 2014
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Posted by Alex Rose on 11/26/14 02:19:00 pm in Design, Production, Console/PC, Indie
An overview of the creation of Migi Osu, a game made for Indies Vs PewDiePie in one weekend at Insomnia53 festival by a group of exhibitors.

Posted by William Dube on 11/26/14 02:19:00 pm in Design, Production, Console/PC, Indie
Why execution matters in game development: the importance of tiny insignificant details.

The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story.

Today's post takes the Bartle Test which was used to describe MMO player mindsets and see if it can be translated to the F2P/Social market.

Posted by Keaton White on 11/25/14 01:24:00 pm in Design, Console/PC, Indie
What makes gameplay clean or unclean? How necessary is clean gameplay to player enjoyment? Come explore these questions based on a conversation with a veteran Capcom designer.

Posted by Cassandra Khaw on 11/25/14 01:24:00 pm in Design, Art, Console/PC, Indie
Cross-posted dev blog on the creation of facial animation in the upcoming JRPG Y2K, as well as the inspirations behind it.

Posted by Semen Frish on 11/25/14 01:24:00 pm in Programming, Console/PC, Indie, Smartphone/Tablet
Our first unity game is done, several times tweaked up to players feedback, rebalanced to hardcore, now at indiedb, has release date and going to be in stores pretty soon, now I've found some time to keep on posting articles about making the game.

Posted by John Millard on 11/24/14 03:52:00 pm in Business/Marketing, Console/PC, Indie
This year we presented Crabitron Kinect to the public for the first time at PAX Australia. We faced challenges presenting a Kinect game to such a large audience, in this post I will detail the highs and lows and what we got out of PAX Australia 2014.

Posted by Charles Cordingley on 11/24/14 03:52:00 pm in Programming, Console/PC, Indie, Smartphone/Tablet
Changing the layers displayed by a Unity3D camera requires some bitfield maths. This post provides a more explicit and readable way to handle this functionality.

Posted by Talha Kaya on 11/24/14 03:52:00 pm in Design, Art
Talking to Daniil "Da Neel" Ermakov on his games: "you might say that they are weird and broken beyond belief, but I think that they are still pretty solid in what they are trying to convey".