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December 18, 2014
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December 18, 2014
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Throwing down some high-level, transparent goals for a game audio department which can help build more resourceful and confident teams with an elevated view of what is in front of them.

Posted by Laralyn McWilliams on 12/17/14 02:16:00 pm in Design, Console/PC
In no particular order, here are my top five favorite games for 2014!

Posted by Adriel Wallick on 12/17/14 01:51:00 pm in Design, Programming, Production, Indie
After completing the journey to create a game a week for an entire year, it's time to examine how it went and the personal outcomes of the challenge.

Matt is a Senior Producer with 20+ years of console experience. He recently switched to mobile. Would his experience be applicable? Is mobile development that different than console development? 38 days into his new job, Matt explores these questions.

Posted by Dan Jolley on 12/17/14 01:51:00 pm in Design, Console/PC
Part 1 of a series of travelogue/dev journal posts about my three-month stint in Wrocław, Poland working for Techland on Dying Light.

The first in a 4-part series analyzing the results of the Game Outcomes Project survey, which polled hundreds of game developers to determine how teamwork, culture, leadership, and project management contribute to game project success or failure.





Posted by Kee-Won Hong on 12/18/14 03:55:00 pm in Indie
Time is our most precious resource - every human has a finite amount and no way to create more; every minute spent building a game is an investment...we need to celebrate the bravery required to commit to a new endeavor and move our art forward, together.

Game lawyer Zachary Strebeck has a roundup of three game-related legal news stories that broke this week, concerning Sony's Killzone: Shadowfall, the Google Play store's IAP refunds and the UFC anti-trust lawsuit.

Posted by George Hemingway on 12/18/14 03:55:00 pm in Programming, Console/PC, Indie, Smartphone/Tablet
My new Postbug game was developed in C# and compiled to Javascript using Erik Kallen's Saltarelle Compiler. This allows for the game to be developed with a statically typed language and run in the browser on a wide range of platforms.

Posted by Olivier Penot on 12/18/14 03:55:00 pm in Business/Marketing, Production, Console/PC, Indie
What happened to Ethan: Meteor Hunter, the indie puzzle platformer which only sold 127 units one year ago?

Posted by Sam Watts on 12/18/14 03:55:00 pm in Design, Production, Console/PC, Indie
A look back at the year that was 2014 for Tammeka Games, from conception to release on Steam Early Access for 'Radial-G : Racing Revolved', with an emphasis on how the team utilised Unity3D

Posted by Vegard Myklebust on 12/18/14 03:55:00 pm in Design, Programming, Art, Console/PC, Indie
In this blog-post we share some tips and tricks we've used for making Ludus easily mod-able right from the start.