Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 28, 2015
arrowPress Releases
January 28, 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
Best of 2014: Games and gun violence, a year after Sandy Hook 64
by Mike Rose [12.30.14]
Following the horrific shooting at Sandy Hook, the game industry sat down with the Vice President to talk about gun violence. A year later we asked: What's come of that meeting?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Blog: Christmas '81, the year we got our Atari 2600 7
by Gamasutra Community [12.30.14]
A Christmas memory from a Gamasutra blogger: "The very idea that a video game system could invade this environment was beyond unthinkable."
Console/PC, Business/Marketing

Video games and stand-up comedy: Subversion in common? 6
by Simon Carless [12.30.14]
What do Cart Life, Papers, Please, and stand-up have in common? This thoughtful blog post points out some largely unexplored territory for video games, and how we're getting to it.
Console/PC, Indie, Design

Get hard data on how players make moral choices at GDC 2015 1
by Staff [12.30.14]
Amanda Lange surveyed over 1,000 people about how make choices in a game that allows for a "good" or "evil" path through the story, and she'll share her data during the GDC 2015 Narrative Summit.
Console/PC, Design, GDC

The Amiibo sales surprise 12
by Gamasutra Community [12.30.14]
An analysis: "The strength of Amiibo sales is surprising, but even more so is Nintendo’s effort to get more revenue out of the company's biggest fans."
Console/PC, Business/Marketing

New Iwata interview tackles Miyamoto's method, Nintendo history 2
by Christian Nutt [12.29.14]
In a new long-form interview, the Nintendo president and CEO holds forth on a number of topics -- including his one-sided rivalry with Miyamoto and his efforts to preserve the Nintendo dev's methods.
Console/PC, Design, History

Video: Designing your game to offer meaningful choices  
by Staff [12.29.14]
At GDC 2014, 2K Games' Matthias Worch (former lead designer of the cancelled Star Wars 1313) investigates how we can better design games to afford players the opportunity to make meaningful choices.
Console/PC, Indie, Design, Video, Vault

Best of 2014: She's not playing it wrong 322
by Gamasutra Community [12.29.14]
"If we want to encourage more women to apply to our companies and work in game development, we need to treat it like a usability problem," writes veteran developer Laralyn McWilliams.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Recruitment

Yu Suzuki recounts making Shenmue, released 15 years ago today  
by Staff [12.29.14]
Influential Japanese game designer Yu Suzuki delivers a Classic Game Postmortem talk at GDC 2014 about his Dreamcast cult classic Shenmue, released on this day in Japan two decades ago.
Console/PC, Design, Vault

After 20 years, the founder of XNA and Xbox Live leaves Microsoft  
by Alex Wawro [12.29.14]
XNA and Xbox Live overseer Boyd Multerer announced his departure from Microsoft this month after working with the company for two decades, first as a contractor and later as a full-time developer.
Console/PC, Business/Marketing

MMO vets aim to shake up the genre with a new studio: ArtCraft 2
by Alex Wawro [12.29.14]
Massively multiplayer online game industry veterans Gordon Walton and J. Todd Coleman have founded ArtCraft Entertainment in Austin to pursue development of a new MMO project.
Console/PC, Business/Marketing

Developers' Top 5 Games of 2014: Hidetaka 'SWERY' Suehiro 1
by Staff [12.29.14]
D4 and Deadly Premonition director Hidetaka "SWERY" Suehiro shares his thoughts on five games of 2014 that every developer should play.
Console/PC, Indie, Design

Best of 2014: Composition in level design 9
by Gamasutra Community [12.29.14]
"A level designer's work can be compared to that of a painter. Now let's see the level as the art gallery and the level vistas as paintings. It means that a player can traverse from one composition to another."
Console/PC, Design

Best of 2014: Level design in procedural generation 15
by Gamasutra Community [12.29.14]
A designer who loves hand-crafted levels looks back on a solution that arrived at a procedurally-generated game that made the team and players both happy.
Console/PC, Indie, Programming, Design

USC's Lemarchand investigates 'infinite play' game design at GDC  
by Staff [12.29.14]
Richard Lemarchand, former Naughty Dog lead game designer and associate professor in the USC Games program, will speak at GDC 2015 about what games can be and do by embracing 'open play.'
Console/PC, Design, GDC

Top 5 game design debates I ignored in 2014 39
by Gamasutra Community [12.29.14]
Can we keep having the same game design arguments year-in and year-out? A look back at tired-out debates that should be put to rest, from Daniel Cook.
Console/PC, Smartphone/Tablet, Indie, Design

Making a moddable game in Unity 3
by Gamasutra Community [12.26.14]
"Making a game properly mod-able and data driven is something one should make a decision about early on because it impacts so much of the structure of the code and data."
Console/PC, Indie, Programming

Best of 2014: Should you upgrade your game for free? We are - here's why 14
by Gamasutra Community [12.26.14]
"It will be free to current owners. It will be an in-place upgrade, delivered through existing channels. It won't break any of the old stuff... [But] not everyone can or even should do the weird crazy things we do."
Console/PC, Indie, Production, Business/Marketing

When hiring an artist, here's what to keep in mind 38
by Gamasutra Community [12.26.14]
Attorney Zachary Strebeck takes a look at how artists are compensated: "I decided to reach out to a few freelance game artists that I know and get their opinions on a few issues regarding payment for their work."
Console/PC, Smartphone/Tablet, Indie, Art, Production, Business/Marketing

Blog: Fixing Pokemon 14
by Gamasutra Community [12.26.14]
"Time and again I’ve battled my way across distant regions, made my way down Victory Road. I have caught ‘em all. But I have no plans to play the Omega Ruby and Alpha Sapphire."
Console/PC, Design