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October 9, 2015
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October 9, 2015
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Updates » Console/PC
Get a job: Never Alone studio E-Line Media seeks a UX Designer  
by Staff [09.22.15]
Never Alone developer E-Line Media is looking to hire an experienced PC/console game UX designer to work alongside the rest of the team at the company's Seattle studio on an upcoming game project.
Console/PC, Design, Recruitment

Video: How fast iteration tools made The Talos Principle possible  
by Staff [09.22.15]
Using examples from The Talos Principle's production, Croteam CTO Alen Ladavec offers advice at GDC Europe 2015 on designing fast iteration tools to develop big games as a tiny indie team.
Console/PC, Indie, Production, Video, Vault

Nintendo joins graphics standards body Khronos Group 2
by Alex Wawro [09.22.15]
With little fanfare, Nintendo has joined the not-for-profit consortium of academics and media companies dedicated to managing open-standard graphics APIs like OpenGL and its successor, Vulkan.
Console/PC, Business/Marketing

PS4 is getting its first Early Access game next week 1
by Alex Wawro [09.22.15]
Sony's first meaningful foray into offering paid early access to games in development is Dungeon Defenders II, an Early Access game that will be sold on PlayStation 4 in a "Pre-Alpha" state next week.
Console/PC, Business/Marketing

Watch your iterations  
by Gamasutra Community [09.22.15]
"How do you know that youíve done the best game you can? How do you tell? If you want to know, and know in the easiest possible fashion, then thereís only one sure fire way: watch your iterations."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

How I created Infinifactory's music 2
by Gamasutra Community [09.22.15]
"To underscore this kind of semi-exploratory, semi-directed problem-solving, I tried to aim the soundtrack towards a balance between active and ambient approaches."
Console/PC, Indie, Audio

Reminder: Submit talks now for the first annual VRDC at GDC 2016!  
by Staff [09.22.15]
VR and AR enthusiasts, take note: Now is your chance to propose a talk for the all-new Virtual Reality Developers Conference at GDC 2016!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, VR, GDC

How (and why) Masquerada is risking government censorship 3
by Bryant Francis [09.22.15]
Singaporean dev Witching Hour Studiosí fantasy strategy RPG Masquerada: Songs and Shadows has a gay character. Officials in the Singaporean government would rather it didn't.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Don't Miss: How to design for horror, from SOMA dev Frictional Games Exclusive 5
by Kris Graft [09.22.15]
As Frictional's psychological sci-fi horror title, SOMA hits shelves, find out how the studio learned to manipulate fear by throwing away the game design rulebook.
Console/PC, Indie, Design, Exclusive

Worlds worth believing in: On Demon's Souls and Dark Souls  
by Gamasutra Community [09.22.15]
"I can point at Demonís Souls and Dark Souls and say that both have set off a greater personal interest in architecture; and yet, something is further below, just as there is something further below Lordran."
Console/PC, Art, Design

Ian Livingstone CBE and Codemasters exec Kats Sato join Sumo Digital  
by Chris Kerr [09.22.15]
Sonic & All-Stars Racing Transformed and LittleBigPlanet 3 developer Sumo Digital has made some new hires, with the studio bringing in Ian Livingstone CBE and Kats Sato.
Console/PC, Indie, Business/Marketing

When artificial intelligence in video games becomes...artificially intelligent 6
by Kris Graft [09.22.15]
The broader field of artificial intelligence holds potential for smarter games, and smarter game development. But using advanced AI techniques in games isn't so simple.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Rather than go public or sell out, Kickstarter becomes a public benefit corp 3
by Alex Wawro [09.21.15]
Kickstarter is reorganizing itself as a "public benefit corporation,"which entails spelling out a mission of public benefit in its charter and making regular social impact reports to the public.
Console/PC, Indie, Business/Marketing

Blog: The joy and tragedy of Flash programming 22
by Gamasutra Community [09.21.15]
"What gets lost in the ideological shuffle, though, is how wonderful a programming language Flash's ActionScript 3 is. It's both powerful and flexible, which is nice; yet beyond that, AS3 is fun."
Console/PC, Smartphone/Tablet, Indie, Programming

Get a job: Hi-Rez Studios seeks a Game Systems Programmer  
by Staff [09.21.15]
The developer of Smite and Tribes: Ascend is hiring a game systems programmer to join the development team at Hi-Rez Studios' Alpharetta, Georgia headquarters and work on their new game.
Console/PC, Programming, Recruitment

'Discovery kind of sucks,' so Unity aims to do something about it 3
by Carli Velocci [09.21.15]
At Unite 2015 in Boston, Unity unveiled a new website that aims to help game developers with discovery. It offers blogging tools and demo streams, and is linked to existing Unity accounts.
Console/PC, Indie, Business/Marketing

Don't Miss: How Bungie forged a new artistic direction for Destiny 11
by Christian Nutt [09.21.15]
Senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" (as well as fun and functional) in this classic 2014 feature.
Console/PC, Art, Design

Blog: Work on the fundamentals 7
by Gamasutra Community [09.21.15]
"Iím going to talk about ideas that I feel are fundamental to game design. Things that are so integral to the building blocks of every game ever made."

This Week in Video Game Criticism: From Mario Maker to Sunless Sea  
by Kris Ligman [09.21.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the critical reception of Super Mario Maker to the literary heritage of Failbetter's Sunless Sea.
Console/PC, Indie, Design

Choosing the ideal movement range for a grid-based game 8
by Gamasutra Community [09.21.15]
"A big factor in how grid-based tactical combat plays out is the movement range. Different ranges have pros and cons, some of which might not be too obvious."
Console/PC, Design