Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 31, 2015
arrowPress Releases
July 31, 2015
PR Newswire
View All

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

GDC Europe EIGS Roundtable: What's the state of European indie dev?  
by Staff [07.28.15]
A few of the judges behind next week's second annual European Innovative Games Showcase at GDC Europe sit down to talk about what matters to European indie game makers.
Indie, Design, Business/Marketing, GDC, GDC Europe

What makes Symphony of the Night's level design so special? 4
by Gamasutra Community [07.28.15]
Symphony's level design, in general, has a clarity and consistency that never resurfaced with the same potency in the series since its release.
Console/PC, Design

Targeting and developing your community 1
by Gamasutra Community [07.28.15]
"League of Legends has such a vibrant community that its members are almost like 24/7 rolling ads for the game, frequently posting on social media platforms to talk about their in-game experiences."
Console/PC, Business/Marketing

On replayability: Emotion, mechanics, and necessity 4
by Gamasutra Community [07.28.15]
"Not every game needs to be replayable. ... itís not automatically, invariably a good thing, and something that developers should strive to work towards."
Console/PC, Indie, Design

Indie developers report Ouya won't pay them thousands of dollars 7
by Phill Cameron [07.28.15]
Multiple indie developers have claimed that Ouya still owes them thousands of dollars as part of their 'Free the Games' fund, none of which will be paid following Razer acquisition.
Indie, Business/Marketing

What's in a game title? Analyzing the words we use and names we choose 9
by Gamasutra Community [07.28.15]
"I took a look at the top words that occur in video game titles. There were 150,000 game titles and a vocabulary of around 45,000 unique words. About 21,000 of these were used only once in any game title."
Console/PC, Business/Marketing

Peer into the realities of game testing 2
by Christian Nutt [07.27.15]
Want to peer behind the curtain of QA? There's plenty to learn from what goes on in the testing department, a new article reveals.
Console/PC, Production

Some Steam accounts compromised, but security fix now in place 1
by Christian Nutt [07.27.15]
A security hole -- since patched -- allowed attackers to gain access to a number of Steam accounts quite easily.
Console/PC, Business/Marketing

Video: Learning to love procedural art while making No Man's Sky 1
by Alex Wawro [07.27.15]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Console/PC, Indie, Art, Production, Video, Vault

Get a job: Retro Studios is hiring a Graphics Engineer  
by Staff [07.27.15]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is looking for an engineer with some 3D graphics chops to join the team at Retro's Austin, Texas office.
Console/PC, Programming, Art, Recruitment

China eases restrictions on game console manufacturing 1
by Alex Wawro [07.27.15]
Last week China's Ministry of Culture lifted its ban on video game consoles being manufactured anywhere in the country outside the Shanghai Free Trade Zone, making life a bit easier for console makers.
Console/PC, Business/Marketing

Street Fighter for Designers: Top 8 Lessons from Evo 2015 Exclusive 4
by Patrick Miller [07.27.15]
The Evo Championship Series gives game designers a chance to see how fighting games try to create a rich, rewarding and diverse competitive play space. (And how players try to break it)
Console/PC, Design, Exclusive

In the wake of big layoffs, Gree International opens 2 new studios  
by Alex Wawro [07.27.15]
Gree International, the San Francisco-based Western arm of Japanese mobile game giant Gree, has opened a pair of new studios in Germany and Australia after laying off roughly 30 percent of its staff last week.
Smartphone/Tablet, Business/Marketing

Don't Miss: The visual guide to multiplayer level design 16
by Staff [07.27.15]
This highly visual 2014 guide to multiplayer level design, adapted from Ben Bauer's work at Crytek by Firefall designer Bobby Ross, gives you a timeless grounding in how team-based shooters work.
Indie, Design

3 years later, Nintendo pulls the plug on Wii U's TVii service 3
by Alex Wawro [07.27.15]
Nintendo has announced plans to shut down the Wii U's TVii service via a system update on August 11th, just months before the free television-esque video streaming platform would have celebrated its third birthday.
Console/PC, Business/Marketing

Elegant balance changes: Keeping players from binging  
by Gamasutra Community [07.27.15]
"If you can keep players from feeling obliged to check a game every few minutes, or from feeling forced into huge daily binge visits, in certain reward contexts this is going to help players to have a much improved experience."
Console/PC, Social/Online, Design

Shinra releases the devkit for its cloud gaming tech  
by Alex Wawro [07.27.15]
Shinra Technologies, the cloud gaming company established by Square Enix late last year, has today made the dev toolset for its unique remote game-streaming technology available in English on Github.
Social/Online, Programming

Game programming solutions: Jugglers and tweens 1
by Gamasutra Community [07.27.15]
"A juggler is simply an object that has a list of objects who all can animate(), and keep them running on the same time span and delta. Tweens are a sensational way to rapidly animate around everything in the game."
Indie, Programming

This Week in Video Game Criticism: Why is Gotham so empty? 3
by Kris Ligman [07.27.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a Kill Screen review of Adam Sandler's Pixels to the strange emptiness of Arkham Knight's city streets.
Console/PC, Indie, Design

Creating the alien writing in Infinifactory  
by Gamasutra Community [07.27.15]
"Although it may have no meaning, that doesnít mean itís meaningless; on the contrary, we spent a fair amount of time designing a writing system that would look believable, alien, and fit visually within the game."
Console/PC, Indie, Art