Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 2, 2015
arrowPress Releases
August 2, 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
This Week in Video Game Criticism: Of villains, wrestling games, and Billy Mitchell  
by Kris Ligman [07.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from what pro wrestling games miss to a portrait of Pac-Man champion Billy Mitchell.
Console/PC, Indie, Design

'You're on UE4. Why do you need an engine programmer?' 4
by Gamasutra Community [07.13.15]
At first, "I didn't think that there's much to do in graphics programming on a team that runs the Unreal Engine," but now, "my job was to support the artists."
Console/PC, Programming

Creating an authentic pseudo-3D world: Asset placement in Oh, Deer! 7
by Gamasutra Community [07.13.15]
"We made a pseudo 3D game in 2015. It's called Oh, Deer! Alpha, and we didn't fake it. There are no polygonal roads with filters over them, no cheats, just six sprite atlases and a bunch of code."
Console/PC, Indie, Art, Production

Nintendo's president, Satoru Iwata, passes away 15
by Kris Graft [07.12.15]
Itís with heavy hearts we report that Satoru Iwata, the much-respected, influential president of Nintendo Co., has passed away. He was 55.
Console/PC, Business/Marketing

Bringing Lara Croft to life: The tech and art of it  
by Christian Nutt [07.10.15]
"When youíre putting together a well-known character like Lara, you have to be aware of every aspect that goes into making her," says Rise of the Tomb Raider senior character artist Kam Yu.
Console/PC, Art

This Week in Video Game Criticism: From History to Her Story  
by Mark Filipowich [07.10.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from Sam Barlow's Her Story to an interview with Keiji Inafune.
Console/PC, Indie, Design

Video: Women share their #1ReasonToBe in games at GDC 2015 1
by Staff [07.10.15]
Watch the triumphant GDC 2015 return of one of the event's most popular and positive sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Design, Video, Vault

Dishonored's Harvey Smith: Player choice is paramount in design 1
by Alex Wawro [07.10.15]
in an interview with The Guardian, Arkane's Harvey Smith sheds some light on his contemporary approach to game design and how it's being applied to the development of Dishonored 2.
Console/PC, Design

Don't Miss: Overhaul's Baldur's Gate: Enhanced Edition postmortem Exclusive 5
by Trent Oster [07.10.15]
What goes into remaking a classic PC game? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Visual cues in level design 1
by Gamasutra Community [07.10.15]
"It's sometimes easy to forget how much design and art need to coexist, nevertheless; we need to make sure our visual cues are properly motivating."
Console/PC, Art, Design

Microsoft is taking a year off from the Tokyo Game Show  
by Alex Wawro [07.10.15]
Japan's big Tokyo Game Show is coming up in September, but this year Microsoft Japan has decided to bow out, leaving Sony as the only major platform holder expected to showcase its wares at the event.
Console/PC, Business/Marketing

How 5 years of burning ambition brought Retro City Rampage to DOS Exclusive 7
by Alex Wawro [07.10.15]
"I've got the digital version ready...but I'd like to release it side-by-side with the floppy version," indie Brian Provinciano explains in this chat with Gamasutra about porting RCR to DOS in 2015.
Console/PC, Indie, Programming, Production, Exclusive

DayZ's Dean Hall: 'I both love and hate Early Access' 6
by Christian Nutt [07.09.15]
As the DayZ creator embarks on a new venture, he speaks at length about the pitfalls and possibilities of Early Access development, as learned on that massively successful project.
Console/PC, Indie, Design, Production, Business/Marketing

What's the point of Amiibos? Animal Crossing's director explains  
by Christian Nutt [07.09.15]
"Amiibos aren't just figurines. The most important part is that they link or connect with games. They interact with games."
Console/PC, Design, Business/Marketing

Video: How modding made Bethesda better  
by Staff [07.09.15]
At GDC 2015, Bethesda's Joel Burgess speaks passionately about the historical and modern relevance of modding, as well demonstrating the many positive ways in which modding has influenced his studio.
Console/PC, Production, Business/Marketing, Video, Vault

Ubisoft CEO: VR is Wii-like in terms of accessibility 1
by Alex Wawro [07.09.15]
"What's very interesting about VR is that you have accessibility," says Guillemot. "So a lot more people can come to this industry, like with the Wii, or like the touchscreen, like we saw with Apple."
Console/PC, Business/Marketing

Don't Miss: The quotable history of Nintendo's Virtual Boy 17
by Frank Cifaldi [07.09.15]
Back in 2011, comparisons were made between Nintendo's slow-going 3DS and its 1995 experiment, the Virtual Boy. In this classic feature, we recount Virtual Boy's history in Nintendo's own words.
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

With $10M invested, Space Engineers dev launches its own AI firm 4
by Alex Wawro [07.09.15]
The nascent company has already released a Brain Simulator prototype (under an open-source license) that you can use to tinker with its tech and design your own (limited) AI agents.
Console/PC, Indie, Business/Marketing

Using the fun of tension to engage players 2
by Gamasutra Community [07.09.15]
"Tension is that sharp pendulum swinging above your head and reminding you that you have to perform well, whatever that means in a particular system."
Console/PC, Smartphone/Tablet, Indie, Design

Without a Watch Dogs to carry it, Ubisoft sees Q1 sales slump  
by Alex Wawro [07.09.15]
Though the French publisher saw higher-than-expected sales this quarter, its targets were very low compared to the same period last year, when Ubisoft rode high on the remarkable sales of Watch Dogs.
Console/PC, Business/Marketing