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July 7, 2015
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July 7, 2015
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Updates » Console/PC
A close look at the modern asset pipeline  
by Gamasutra Community [07.07.15]
"A modern asset pipeline can help teams that are striving for greatness in visuals, without having to drown in the amount of work required to make the game run properly."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Production

Programming 'promises' for game development  
by Gamasutra Community [07.07.15]
"Promises are a design pattern to structure asynchronous code and smooth over the complexities of running sequences of (dependent) asynchronous operations."
Console/PC, Smartphone/Tablet, Indie, Programming

Shadow play: On Feist coming back from the dead  
by Phill Cameron [07.07.15]
We talk to Bits and Beasts about their soon-to-be-released Feist, and the challenges of spending six years developing the same game.
Console/PC, Indie, Programming, Art, Design, Production, Video

TeacherGaming mods Minecraft to teach basic coding skills  
by Alex Wawro [07.06.15]
After testing it out in classrooms, modder Daniel Ratcliffe and the educators at TeacherGaming have released a mod for Minecraft that adds programmable turtle robots to teach kids to code.
Console/PC, Programming

Mojang taps its mobile codebase to put Minecraft on Windows 10 3
by Alex Wawro [07.06.15]
The upcoming Minecraft for Windows 10 basically "is" the mobile (C++) version of the game, according to a developer, rather than the Java-based version that's currently available for PC platforms.
Console/PC, Business/Marketing

8 key VR takeaways from a chat with Oculus' CEO Exclusive 1
by Kris Graft [07.06.15]
Gamasutra editor-in-chief Kris Graft spoke with Brendan Iribe, CEO of Oculus VR to gauge where VR is today, and what's in store for the future inside and outside of games.
Console/PC, Indie, Business/Marketing, Exclusive

Don't Miss: An in-depth look at good composition in level design 11
by Gamasutra Community [07.06.15]
In this timeless blog, a veteran FPS dev takes a deep look at what goes into creating levels with a sense of visual composition -- and how you can guide players to experience your gameplay best.
Console/PC, Smartphone/Tablet, Indie, Design

Obituary: Exidy founder Pete Kauffman  
by Alex Wawro [07.06.15]
Gamasutra has learned that H.R. "Pete" Kauffman, the founder of long-time arcade game company Exidy, passed away last week. He is survived by his wife, daughter and grandchildren.
Console/PC

Procedural level generation in The Dungeoning 1
by Gamasutra Community [07.06.15]
Tips and tricks for creating a procedural 2D level generator from a dev of a game who's already done it: "this blog addresses the methods I used, warts íní all."
Console/PC, Indie, Programming, Design

Star Citizen developer Cloud Imperium opens new German studio 1
by Alex Wawro [07.06.15]
Cloud Imperium Games, the independent game company co-founded by Chris Roberts in 2012, has opened a new office in Frankfurt, Germany as it continues crowdfunding development of its ambitious space sim Star Citizen.
Console/PC, Business/Marketing

Survey: Sweden and the UK are Europe's top game development hubs  
by Staff [07.06.15]
European developers responding to the GDC Europe 2015 State of the Industry survey say Sweden is making the best games in Europe right now, with the UK, Germany and Finland close behind.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC, GDC Europe

Adventures in black and white: Developing and showing off Missing Translation 1
by Gamasutra Community [07.06.15]
Missing Translation was developed by a small global team and has had some success in local events. Here's the story of a small, dedicated development team collaboration, and how it's done.
Console/PC, Indie, Production, Business/Marketing

Next-gen cel shading in Unity 5 10
by Gamasutra Community [07.06.15]
"With the arrival of Unity 5, itís never been so easy to get high quality visuals in our game. In a small amount of time we Ďhackedí the new Unity Deferred pipeline to completely change our visual style."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Examining organic tutorials 2
by Gamasutra Community [07.03.15]
"What makes organic tutorial design work so well is that the player is learning how these mechanics work via situations and challenges that the game is built around."
Console/PC, Indie, Design

Making design tools in Unity: Creating WorldShape  
by Gamasutra Community [07.03.15]
"How does our WorldShape tool actually work? How might you create your own similar tools? I wonít be able to explain every aspect of Unity, obviously, but Iíll try to point you in the right direction."
Console/PC, Indie, Programming, Design

Epic Games leads GDC Europe's lineup of great sponsored talks  
by Staff [07.03.15]
Passes for GDC Europe 2015 are still available at a discounted Early Bird rate, and as the show draws nigh we're debuting a pair of sponsored sessions on UE4 and PowerVR that you'll want to check out.
Console/PC, Business/Marketing, GDC Europe

Blog: Letting our differences bring us together 7
by Gamasutra Community [07.03.15]
A rumination on games that satisfy different people: "I thought about other games I wished I could enjoy with my wife, who prefers a more methodical and thoughtful approach than I usually take."
Console/PC, Smartphone/Tablet, Design

Mod Mentality: How Tabletop Simulator was made to be broken Exclusive 3
by Alex Wawro [07.03.15]
Indie devs (and former modders) Jason Henry and Kimiko chat with Gamasutra about why they developed an "online tabletop sandbox" game aimed explicitly at modders, and what they learned along the way.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

'Indiependence Day' promotion shines light on dev struggles 3
by Christian Nutt [07.02.15]
Indie dev consultant Dan Adelman has launched a campaign to help indies sell more games over the U.S. upcoming holiday weekend -- at full price.
Console/PC, Indie, Business/Marketing

The best in Japan: CEDEC shares 2015 award nominees  
by Christian Nutt [07.02.15]
CEDEC has shared the nominees for its annual awards across five categories, including popular games like Final Fantasy XIV. It's a peek into how Japan's industry works.
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing