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December 22, 2014
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December 22, 2014
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Posted by Rami Ismail on 12/22/14 01:04:00 pm in Business/Marketing
Vlambeers' Rami Ismail introduces a recommended update to presskit() and the alpha for distribute(), a powerful new free tool to manage press contacts and build distribution.

Posted by Liz Ryerson on 12/19/14 04:33:00 pm in Design, Console/PC
a response to more calls for comprehensive game writing and to Zolani Stewart's critiques of Perfect Dark, as well as a discussion of the disposable game culture of the past.

Posted by E McNeill on 12/19/14 01:27:00 pm in Design, Programming, Production, Indie, Smartphone/Tablet
Some tips on developing for the Gear VR, the mobile VR headset from Samsung and Oculus.

'Quality' can be a tricky beast to pin down and define. For some, 'high-quality audio' is simply a technical term referring to sample rates & bit depths. However, quality is something that needs attending to long before a sound makes it out of speaker...

Though some of these are arguably a multiple year affair, 2014 is the year that I felt affected by them the most.

Posted by Laralyn McWilliams on 12/19/14 01:27:00 pm in Business/Marketing, Design, Indie
I think every game designer who's been around for a while gets the hitmaker urge. We swim in the commercial sea--our careers can easily become all about surviving wave after wave of "progress." Sometimes we lose sight of the simple joy in creation.

Posted by Dan Hollinger on 12/22/14 01:54:00 pm in Design
Trion details the new Minion system added to Rift in the game's latest expansion, Nightmare Tide.

Posted by Thomas Reisenegger on 12/22/14 01:54:00 pm in Business/Marketing, Console/PC
The PlayStation Experience produced an impressive amount of announcements and earned praise in the gaming media. But how did the numbers for the event add up? ICO Partners uses its in-house developed media tracking tools to look into the numbers.

Posted by Vasileios Karavasilis on 12/19/14 01:27:00 pm in Audio, Production, Art, Console/PC, Indie
In this article I try to give you an inside look on how the development process of our game Sabotaz Inc. went! In the second part I tackle Art and Music.

Piracy is a serious concern for game developers and today's post looks at some of the options available to designers to try and combat piracy.

Posted by Tony Yotes on 12/19/14 01:27:00 pm in Design, Production, Indie
I finished up the HUD and stared at it. I pulled up the app icon and stared at that too. I finally gave into the voice that kept saying "This isn't going well." and imagined how much happier I'd be if I could just start my dream project. Why stop myself?

Game lawyer Zachary Strebeck interviews game artists Art Vogt and Lux for some opinions on how game developers should deal with paying their artists.