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May 27, 2015
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May 27, 2015
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Updates » Console/PC
Dark dreams really don't die: Swery on D4's journey to PC 2
by Brandon Sheffield [05.01.15]
Access Games' former Xbox One exclusive episodic series D4 is coming to PC. We spoke with D4 director Swery about the shift, and got a taste of season 2.
Console/PC, Indie, Design, Production

In-depth design analysis: The mechanics of strategy game Halfway 1
by Gamasutra Community [05.01.15]
A deep look into "how slight modifications of the rules lead to completely different gameplay (which is way more interesting than merely discussing what game is more 'fun')."
Console/PC, Indie, Design

Pick a feeling. Chase it. 5
by Gamasutra Community [05.01.15]
"I ask myself 'How do I want my player to feel?', 'Do all of these items on my to-do list directly relate to this?' Only the ideas and mechanics directly related to the chosen feeling make it into my game."
Console/PC, Smartphone/Tablet, Indie, Design

Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity Exclusive 1
by Phill Cameron [05.01.15]
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate and Icewind Dale in Pillars of Eternity.
Console/PC, Indie, Art, Design, Production, Exclusive

PlayStation business bolsters Sony as it aims for profit growth  
by Alex Wawro [04.30.15]
Sony has been leaning on its robust PlayStation business for a while now as it searches for profitability, but the troubled company's latest financial report plots a course for significant profit growth in the year ahead.
Console/PC, Business/Marketing

Think in terms of platforms, and user-gen content 2
by Gamasutra Community [04.30.15]
"With the proper use of value loops to reward value givers, thinking in terms of platforms is going to be a distinct part of the future as we go forward, since it just makes too much sense."
Console/PC, Indie, Design, Production, Business/Marketing

Implications of a global market on random success 10
by Gamasutra Community [04.30.15]
"When culture is global, and popularity is global, there is only one chart. THE chart. Everyone knows what everyone likes, and what already has coverage gets more coverage. Saturation coverage."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Exhibiting my work-in-progress game at A MAZE: What I learned 2
by Gamasutra Community [04.30.15]
"It's interesting to talk about your game with players who have a totally different background in gaming. There were casual players, console gamers, developers and designers -- all of them gave feedback."
Console/PC, Indie

Don't Miss: Tactical level design and the metrics of space 16
by Luke McMillan [04.30.15]
In this classic 2012 feature, PhD and game educator McMillan examines how POV affects players, showcasing a variety of gameplay scenarios and different tactical choices players may be confronted with.
Console/PC, Indie, Design

The time problem 5
by Gamasutra Community [04.30.15]
"When I was much younger, I had countless uninterrupted hours to spend playing games... as much as I want to, I can no longer play any of them."
Console/PC, Design

Valve launches new OpenVR SDK to expand SteamVR development  
by Alex Wawro [04.30.15]
Valve's rollout of VR development tools continues today with the public release of its OpenVR SDK, an updated version of its Steamworks VR API that can be used to make games that support SteamVR.
Console/PC, Business/Marketing

See how Riot scaled up to produce League of Legends at GDC Europe  
by Staff [04.30.15]
Learn how Riot produces League of Legends and how designers large and small can seamlessly blend hand-made and procedurally-generated content in games at GDC Europe 2015 this August.
Console/PC, Social/Online, Indie, Design, Production, GDC Europe

Programming pathfinding in 2D platformers 6
by Gamasutra Community [04.30.15]
"When I was thinking about the enemies behavior of the game project Iím working on, I just typed in my design document 'follow the player.' And these 3 words almost drove me crazy!"
Console/PC, Indie, Programming

How Codemasters surprise-launched Dirt: Rally onto Steam Early Access 3
by Phill Cameron [04.30.15]
We talk to Paul Coleman, lead designer on Dirt: Rally, about how Codemasters took its triple-A console franchise to Steam Early Access.
Console/PC, Design, Production, Business/Marketing

Unreal now supports SteamVR 2
by Alex Wawro [04.30.15]
Epic Games announced it will ship support for Valve's upcoming SteamVR platform with next week's Unreal Engine 4.8 preview.
Console/PC, Programming

The history of Gradius: A look back at 30 years of Konami shooting 6
by Kurt Kalata [04.30.15]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 30 years ago this month, and Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its releases.
Console/PC, Design, Business/Marketing, History

You can now play classic games in tweets, thanks to The Internet Archive 1
by Christian Nutt [04.29.15]
Preservation goes social, as old games can now be shared socially thanks to a new feature of The Internet Archive.
Console/PC, Social/Online, Business/Marketing, History

ICHEG's first World Video Game Hall of Fame finalists revealed 6
by Christian Nutt [04.29.15]
The Strong National Museum of Play's International Center for the History of Electronic Games has announced the 15 finalists for its first slate of hall of fame inductees.
Console/PC, Business/Marketing, History

Video: How Naughty Dog modified its engine for The Last Of Us Remastered  
by Staff [04.29.15]
At GDC 2015, Naughty Dog programmer Christian Gyrling explains how the studio redesigned its engine so The Last Of Us Remastered would run at 60 frames per second on PlayStation 4.
Console/PC, Programming, Video, Vault

Microsoft paves the way for devs to port iOS/Android apps to Windows 6
by Alex Wawro [04.29.15]
Microsoft's Build developer conference is taking place this week, and one of the company's key messages for mobile developers seems to be: Please bring your games and apps to the Windows Store.
Console/PC, Smartphone/Tablet, Business/Marketing