Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 30, 2015
arrowPress Releases
March 30, 2015
PR Newswire
View All






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


Updates » Console/PC
Games, stories, and words: Can we bridge the divide in our debate? 1
by Gamasutra Community [03.30.15]
"Everyone seems to have an opinion with regards to the complicated relationship between stories and games. People fight about it often, and they’ve been fighting about it for a long time."
Console/PC, Indie, Design

How to create immersive game intros 2
by Gamasutra Community [03.30.15]
"There are two critical parts of any creation that leave a trail in the viewer’s mind: the introduction and the conclusion. In the case of a game, the first impression is even more important."
Console/PC, Indie, Art

Blog: Strategy game UI dos and don'ts  
by Gamasutra Community [03.30.15]
"Thinking more about it and what makes a good UI, I return back to Rise of Nations, and how it really was and still is ahead of its time, with one of the best UIs I've seen."
Console/PC, Design

The History of Captain Forever Exclusive 1
by Farbs [03.30.15]
Veteran indie games developer Farbs details the checkered history of his Captain Forever series of games.
Console/PC, Indie, Programming, Design, Production, Exclusive

One Life Left vs. Gamasutra GDC Podcast #4: Who in the world is 'Richard Lemarchand'?  
by Staff [03.27.15]
Relive GDC 2015 through the magic of podcasting! Special guests include IGDA's Kate Edwards, Harmonix creative director Matt Boch, and an impromptu appearance by a man named Richard Lemarchand.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault

Get a job: Sucker Punch seeks a Narrative Writer  
by Staff [03.27.15]
InFamous developer Sucker Punch is seeking a narrative writer for "story development, game dialogue, and general narrative contribution" to the company's new project.
Console/PC, Design, Recruitment

Don't Miss: Boss battle design and structure 27
by Mike Stout [03.27.15]
Designer Mike Stout breaks down the boss battle into eight different beats, and runs two notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis.
Console/PC, Indie, Design

How analytics and ads can work together in your game  
by Gamasutra Community [03.27.15]
"With data-driven models, you can see exactly what source is bringing consumers in, which source they’re passing over, which source finally drives them to buy."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Soon you'll be able to sign up for Valve's Vive VR dev kit 1
by Christian Nutt [03.27.15]
Company spokesman Doug Lombardi says that Valve plans to launch a sign-up site for free (and likely extremely limited) dev kits next as early as week.
Console/PC, Indie, Business/Marketing, VR

Quebec reinstates video game tax breaks 4
by Christian Nutt [03.27.15]
A new budget means new tax breaks: The Quebec government has restored the 37.5 percent credit for game development, which was slashed last June.
Console/PC, Business/Marketing

How to implement in-game player feedback forms 1
by Gamasutra Community [03.27.15]
"As developers we need to make it as frictionless as possible for players to communicate feedback to us - otherwise most won't bother. This is the beauty of this system."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

GDC Europe 2015 call for papers ends soon!  
by Staff [03.27.15]
Game makers, take note: The call for submissions to present lectures and panel sessions at the 2015 Game Developers Conference Europe closes Monday, March 30.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC, GDC Europe

Game Design Deep Dive: Traffic systems in Cities: Skylines Exclusive 6
by Antti Lehto, Damien Morello, Karoliina Korppoo [03.27.15]
Colossal Order launched Cities: Skylines earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
Console/PC, Design, Exclusive, Deep Dive

Get a job: Sony Santa Monica seeks a Senior Programmer  
by Staff [03.26.15]
Sony's Santa Monica branch is looking for an experienced programmer to code graphics and engine tech alongside the God of War team.
Console/PC, Programming, Recruitment

Putting a fake nose in your VR game may make it less nauseating 24
by Alex Wawro [03.26.15]
Researchers at Purdue University believe that rendering a virtual nose in your first-person virtual reality game can help extend the amount of time people can play it without feeling sick.
Console/PC, Design

Don't Miss: Successful principles of an indie game bottom feeder 46
by Jeff Vogel [03.26.15]
Going indie? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud," writes Spiderweb Software's Jeff Vogel.
Console/PC, Indie, Design, Production, Business/Marketing

Level design for melee combat systems: Talking to the experts 7
by Gamasutra Community [03.26.15]
On combat, with God of War's Alex Sulman, DmC: Devil May Cry's Rahni Tucker, The Last of Us' Anthony Newman, Aztez's Ben Ruiz, Dead Island 2's Daniel Nordlander, Killzone's Doug Walker, and others.
Console/PC, Indie, Design

How we replaced Steam Workshop with Google App Engine  
by Gamasutra Community [03.26.15]
"We have found Google App Engine to be an incredible resource for our server infrastructure. This allowed us to build a scalable backend that handles authentication, workshop uploads, and build distributions."
Console/PC, Indie, Programming

Programming RTS unit movement in Unreal Engine 4 3
by Gamasutra Community [03.26.15]
"I’ve just finished refactoring a movement component for spaceships. In this post, I’d like to share my experience with you and talk about Navigation Volumes, Movement component, AIController and Pawn."
Console/PC, Programming