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October 20, 2018
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October 20, 2018
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Posted by David Craddock on 10/17/18 09:24:00 am in Design, Programming, Art, Console/PC, Indie
In another batch of stories from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight boss battles.

Posted by Bruno Freitas on 10/17/18 09:23:00 am in Design
In this post I will talk about metaspoiler, a term I create to talk about spoilers that transcends the original media and will analyze some examples.

Posted by Matt AG on 10/17/18 09:20:00 am in Business/Marketing
Today Ask Gamedev turns 1 year old! If you haven't heard of Ask Gamedev, we're a YouTube channel made up of game industry veterans and we make videos on game design, marketing games, career planning and more. Here are our top 3 videos on career planning:

Posted by David Craddock on 10/16/18 11:41:00 am in Design, Programming, Art, Console/PC, Indie
In exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Baz, King Knight, and Mole Knight boss battles.

Posted by Michela Rimensberger on 10/16/18 10:25:00 am in Design, Art, Indie, VR
This entry summarizes my presentation held at the Forward Festival this June about worldbuilding and Storytelling in VR. I used the dwarven Stonebeard family from our fantasy universe, to explain our approach of the 4WH's.

Posted by Aleksandr Samovich on 10/16/18 10:15:00 am in Audio, Production, Art
Interviews with developers about old games

Translation is a very important step when making a game, but it’s not enough to just translate the words from one language to another. Read more about what guest bloggers in our blog at Koukoi Games wrote about the topic.

Posted by Quentin Sallat on 10/15/18 11:22:00 am in Design, Indie
When you think of sports simulation games, storytelling isn’t what always come to mind. But all of them actually have a great potential for a narrative.

Posted by Lauren Irvine on 10/15/18 11:22:00 am in Design, Art, VR
Survios Technical Artist Kevin Andersen discusses how multiplayer racer "Sprint Vector" brought a new level of design challenges, most notably: how do you design an aesthetically distinct world that's easily readable and render-able at 100mph--in VR?

Posted by Zulu OneZero on 10/15/18 11:21:00 am in
We were experiencing more trouble with the start up time of our game made in Unity for Android. This is how we solved part of the puzzle with image size.