Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 21, 2014
View All     Post     RSS
October 21, 2014
arrowPress Releases
October 21, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:





If you believe that thinking outside the box is difficult, try thinking outside your country! Yet this is what you need if you want to survive in today's global market.

Posted by Brian Rockwell on 10/20/14 02:12:00 pm in Design, Programming, Console/PC
Competitive play in all mediums engages players and spectators, but digital games are uniquely positioned to take advantage of randomness in a way with which physical games would be ill-equipped to replicate.

The use of digital distribution has made it easier to use a variety of sales tactics and this series looks at some of the new ones developers have access to. Starting with the simple use of coupons.

Posted by Christopher Gile on 10/20/14 02:12:00 pm in Design
How button space impacts level design and how we can mitigate that problem.

We're getting closer to the release! Right now we're writing diary pods to chapter 2 and 3, painting graphics to chapter and improving the zone-system.

Posted by Matthew Jenkin on 10/20/14 02:12:00 pm in Business/Marketing, Design
Some ponderings on the current state of game genres, with speculation on why and how they could be better defined.

Posted by Shaun Leach on 10/20/14 02:12:00 pm in Design, Serious
One year on, we look back on Snowflake, the innovative charity game we developed for Home-Start which was recently nominated for an award.

Posted by Eric Caoili on 10/20/14 01:56:00 pm in Design, Art
Netrunner is one of the most progressive games in terms of gender and minority representation, but its playerbase doesn't reflect that diversity. I talked with the game's lead designer about that discrepancy and the toxic nature of some competitive games.

Posted by Gabriel Cornish on 10/17/14 12:17:00 pm in Production, Console/PC, Indie
Keeping motivation alive long enough to see your game projected completed is challenging. I talk about some practical tips on how to keep motivation alive without wearing yourself out.

Today's post takes a closer look at why the Steam Workshop is a big deal for both developers and consumers and how they can both profit from it.