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December 18, 2018
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December 18, 2018
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Posted by Brandon Franklin on 12/18/18 09:35:00 am in Design
This post explored the ideal game character that leverages interactivity to its fullest. I explore the recent history, the current state, and some reasons populating game worlds can lead to better player experiences.

Posted by gumi Team on 12/17/18 11:12:00 am in Production, Smartphone/Tablet
For this edition of Developer’s Diary, let us proceed into something impressive. Something global players have been waiting for since the launch of THE ALCHEMIST CODE over a year ago -The Player Versus Player (PvP) feature.

Posted by Nick Pearce on 12/17/18 11:10:00 am in Business/Marketing, Production, Indie
So you’ve made a mod, you’ve heard of the incredible success of mod-to-indie transformations like PUBG & Team Fortress 2, and you’re thinking about transforming your mod into a stand-alone game. Here's what I've learned, making The Forgotten City.

Posted by Piotr Bomak on 12/17/18 11:09:00 am in Design, Art, Console/PC, Serious, Indie
The development of X-Morph: Defense took over 5 years. It seems like a very long time, but it was not enough to implement some of the crazier ideas that we came up with. We would like to share the story of a boss battle that fell victim to its own scope.

My name is Dr. Michael James Heron.  And I’m a fraud.  Herein lies my confession, in the dying days of the Year of our Lord, 2018. 

Posted by Nathaniel Ferguson on 12/16/18 10:45:00 pm in Programming, Indie
When creating the game Rollossus, I ran into more trouble than I thought trying to reach satisfying ball movement. This three-part blog series walks people through the issues I ran into and the solutions I found.

Posted by Michael Palmateer on 12/16/18 10:43:00 pm in Design, Console/PC, Serious
A discussion on the flexibility of play style given to players of the Metro games, as well as the superb level design of the Metro series.

Posted by Shane Francis on 12/16/18 10:42:00 pm in Design, Console/PC
Summary of how Long War implementation of XCOM: Enemy Within enhanced features of the vanilla game

Posted by Tom Safarov on 12/16/18 10:42:00 pm in Production, Console/PC, Indie, Business/Marketing
This post was inspired by the game dev who was trying to find $1.25kk to finance his very first indie game. I explain why focusing on what your team can achieve with the resources in hand is a more rational approach, than aiming for a BF-like monster.

Posted by Charles Domicolo on 12/16/18 10:42:00 pm in Design, Console/PC
This blog sheds light on the various player-types that comprise RDR2 and reasons why individuals enjoy playing RDR2.