Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 30, 2014
arrowPress Releases
September 30, 2014
PR Newswire
View All





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


  Find out how to make games for a YouTube audience, at GDC Next 2014
image GDC Next 2014 featuring ADC has two new talks to announce today: One about the keys to making a a game that goes viral; another about cross-platform games for the web and mobile.
  Fire Hose Games' accelerator program aims to offer indies what they need
image Indie Megabooth co-founder Eitan Glinert has launched a program to help out small developers: an incubator, modeled after those in the tech world, and located at his Boston-based studio, Fire Hose Games.
3 Has the new Steam clenched the holy grail of digital distribution?
image "I for one cautiously welcome our NewSteam overlords," writes Defender's Quest developer Lars Doucet, in this look at what the new Steam Discovery landscape has wrought.
1 Is Portal 2 a better brain-training game than brain-training games?
image A recent study from Florida State psychology researchers pit two kinds of games against one another to see which is actually “better” for your brain: "entertainment" games or "brain-training" games.
1 52,000 buildings, 60 frames per second
image Solving the problem: "If you don't set hard coded limits, someone will play until they find another one -- memory, CPU, GPU, you name it."
  On the back of mobile success, InnoGames opens new studio
image The Hamburg-based studio, best known for making browser games, has an iPad hit -- and now expands to Dusseldorf to beef up its mobile offerings.
2 Uncertainty leads to the best horror games, says Resident Evil creator
image "The horror experience is most scary when the player really isn’t sure whether their character is going to live or die." - Shinji Mikami, best known as the creator of the Resident Evil series, discusses what he believes makes horror stories the most tense.
3 There is a Tetris sci-fi movie in the works
image With all the movie adaptations of video games that have popped up over the years, it was only a matter of time before someone tried to turn Tetris into a movie.
  Grand Theft Auto music vets found new audio production company
image Craig Conner and Will Morton, previously senior audio designers at Grand Theft Auto studio Rockstar North, have left the company to found their own audio production company.
1 Blog: What indie developers can learn from The Making of Karateka
image "The parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding story of struggle and success."
1 Blog: Learning games marketing from one of the greats
image "Don’t bore your fans. Don’t bore potential customers. Don’t bore publishers. No one will be bored into buying your game, vision or company."
7 Beautifully economic art: How 80 Days did it
image How the 80 Days devs generated great-looking art on the cheap: "What art style can we use that's economical, practical, beautiful and expressive? From where can we draw inspiration?"
4 Blog: How RPGs got me through my parents' divorce
image "At a time of life when my world was unravelling and shrinking, the game world provided a place of vast exploration."
  Get a job: Wicked Loot is hiring a 3D Artist & Animator
image Wicked Loot is seeking "an experienced lead 3D artist to join the team and help define the artistic vision for our games on PC and mobile."
4 Don't Miss: The very good reasons for Bennett Foddy's mad Speed Chess Exclusive
image "I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
  This Week in Video Game Criticism: Into the Loot Cave of Destiny
image This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the danger of stereotypes to the Loot Cave of Destiny.
1 The designer's production guide
image How to remove "much of the risk of creating a monster concept that would, ultimately, eat your company, money, and team."
  A dev's view of the White House Game Jam
image "By bringing together developers with a variety of roles and from a variety of places, the organizers have enlivened the conversation of what it means to make educational games."
14 So they made you a lead. Now what?
image Double Fine's Oliver Franzke on leading a team: "What to do after you get promoted into a leadership position should be a trivial question to answer, but in my experience the opposite is true."
6 Analysis: Clash of Clans vs. Boom Beach - The habit
image "The lower retention numbers of Boom Beach definitely go in line with that research and it is really hard to believe there is no one at Supercell taking notes."
1 Nintendo's ex-indie head Dan Adelman reveals his next move
image Dan Adelman, formerly the guy behind Nintendo's connections with indie devs, has revealed that he's working on PlayStation-exclusive Axiom Verge.
1 Blog: Emotional parameters
image "I was wondering how feasible it might be to have a whole new group of more abstracted parameters that reflected things like how the player felt."
23 Blog: No fun
image "As a player, I want games to engage my personality, not just my reflexes or wits. As a player, I want games to change me as any form of art does. As a player, I don't want to have fun every single time I play."
13 The story behind Gear VR, and why Oculus wants to go mobile Exclusive
image Oculus' partnership with Samsung for Gear VR means that mobile is a priority for the company -- and it has John Carmack on board. We sit down with Oculus VP of mobile, Max Cohen, to find out more.
3 Devs share a little more data on Steam Discovery
image Developers are beginning to share more data on the effects of the new Steam Discovery system, including its curation elements. What effect is it having on their visits?

[Read More]

spacer
Get a Job
Gamasutra's Job Board is the most diverse, active, and established board of its kind in the Game Industry. Serving companies of all sizes.


Join the Conversation
Share your thoughts, knowledge and ideas with the largest community of game developers in the world. If we like what we see, we'll promote your post on our home page.


11 Damsels in Distress: Do we need Mario to stop saving Peach?
by Robert Zak
The Damsel in Distress trope in videogames has come under scrutiny, and it's right that we question...
1 52,000 buildings, 60 frames per second
by James Hicks
James explains how Ascent: The Space Game's new colony engine can handle giant cities without...
  You Don’t Have to Build Alone
by James Cox
When making games, you seldom do it alone. Even if you are the only one actually working on the game...
7 Beautifully Economic Art
by Joseph Humfrey
Pixel art isn't the only option if you want to find a style that won't break the bank, and be...
3 Brave NewSteam World
by Lars Doucet
NewSteam is upon us. Tails will be fatter, launches will be harder. Some good, some bad, net...

[Read More]

arrowPress Releases
September 30, 2014
PR Newswire
View All
Games Press
View All     RSS
ADIA Entertainment Ltd.
ADIA Entertainment Ltd. Adia Digital Art is one of China's biggest digital art production companies, and one of the main go-to outsource solutions in Asia for game developers world-wide.
Zvky Design Studio
Zvky Design Studio Zvky Design Studio is an young entertainment design firm specializing in concept art and other art production services. Our artists have worked on many AAA title games from top studios.
Game Design Studio, The
Game Design Studio, The Need help in game or level design? The Game Design Studio is home of Pascal Luban, freelance game designer with 17+ years of experience, Lead Level designer on the multiplayer versions of both Splinter Cell - Pandora Tomorrow and Chaos Theory.
Technicolor Game Services
Technicolor Game Services
Forge Studios
Forge Studios Forge Studios is an outsourcing production services studio founded by an experienced team of professionals. Our team has worked on a variety of projects providing high quality in-game content as well as engine integration, workflow setup, art direction.
Clean Cuts Music & Sound Design
Clean Cuts Music & Sound Design Clean Cuts is an award winning audio facility with over 25 years of experience in original music composition, custom sound design, audio implementation, and voice over casting. We have 14 audio suites, 16 sound designers, and staff 3 full-time composers.
Principle Audio
Principle Audio Principle Audio - young and ambitious outsourcing company, sound design for games. We are engaged in casual, social games, games for iOS, Android. Some of our projects: Cut the Rope: Time Travel, Tap the Frog, Mirrors of Albion, Starborn Wandereres.
AXION STUDIOS Ltd.
AXION STUDIOS Ltd. We are located in Hong Kong and providing the best Digital Art with guaranteed quality services for the game industry around the world.

[View More]

How to Hack Your Way to a Better Job Building Games
image Looking to move up in the games industry? HackerRank CEO and co-founder Vivek Ravisankar puts you on the path to success with these simple steps.
Results from Game Design Challenge: Poetry in Motion
image Game Career Guide's readers wax poetic with prose-inspired game concepts submitted for our latest Game Design Challenge.
Understanding High and Low Level Game Design
image Josh Bycer helps designers see both the forest and the trees in this feature focused on high and low level game design.
Annual Game Career Guide
The annual Game Career Guide 2014 is now available. Whether you are a newbie in the industry or an expert, the GCG’s exclusive industry content is a great tool for those who wish to plan their profession in the game industry.

[View GameCareerGuide.com]