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June 20, 2019
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June 20, 2019
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Posted by Joris Dormans on 06/19/19 10:36:00 am in Design, Programming, Console/PC, Indie
For Unexplored 2: The Wayfarer's Legacy we translate generated tile data into natural looking level geometry. Here's how we do it.

Posted by Sascha de Waal on 06/19/19 10:33:00 am in Design, Programming
This is the introduction about what computer playtesting is, why you would use it and why not.

Posted by Diego Ricchiuti on 06/19/19 10:32:00 am in Business/Marketing, Design
Magic Arena the last product of the Magic the Gathering franchise, it isn't really MTG, it is a new game, with a different gameplay and a different audience.

Posted by Tatiana MOREIRA on 06/18/19 10:03:00 am in Business/Marketing, Console/PC, Social/Online
Creating a game with world-wide appeal is now more important than ever. Tatiana Moreira, Head of Marketing and Publishing at Holplon, explore the challenges of building global online communities.

Posted by Ben Chong on 06/18/19 09:59:00 am in Business/Marketing, Design, Programming, Social/Online
Since games for brands has been on the rise, I wanted to share our experience with a luxury shoe brand from Paris to develop a game reskin of our slicing game.

Posted by Ashley Kreuer on 06/18/19 09:58:00 am in Programming
The delicious pseudocode of how to make an English muffin- an essential guide in explaining programming for any hungry programmer. For when you know your non-programming relatives are going to be asking about what you actually do for a living.

Posted by gumi Team on 06/18/19 09:56:00 am in Design
We take a closer look at some of the considerations and thoughts behind the creation of a new feature, Raid.

There are plenty of free resources available online for indie studios that can’t afford to hire a professional market research team and need some DIY guidance. Follow the guide!

The games industry is notorious for overloading arbitrary terms in game development, making it very confusing to communicate with others. This post will show you how defining terms in the context of your game can facilitate communication among designers.

Posted by Thomas van den Akker on 06/17/19 10:45:00 am in Design, Serious
Entertainment does not matter in educational serious games. This effect was observed in a year-long project. Within this project, people played games that varied in entertainment, but all covered the same theme.