Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 28, 2015
arrowPress Releases
February 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
These 15 games will be in the Indie Megabooth Showcase at GDC 1
by Staff [02.06.15]
The Indie MEGABOOTH Showcase is coming to GDC 2015 with a lineup of 15 interesting indie games that all conference attendees can play, including Extreme Exorcism and That Dragon, Cancer.
Console/PC, Indie, Business/Marketing, GDC

Romance in Sunless Sea: The light in the window 4
by Gamasutra Community [02.06.15]
"The heartbeat of Sunless Sea is departure from, and return to, Fallen London -- a sunken city at the edge of an underground ocean. I wanted to encourage an emotional response in the player around their return home."
Console/PC, Indie, Design

What it takes to make Octodad: A production-focused postmortem 2
by Gamasutra Community [02.06.15]
A group of award-winning students launched an indie studio and built the successful Octodad: Dadliest Catch -- and here's the story of how they did it, with work process and stats revealed.
Console/PC, Indie, Production, Business/Marketing

The relationship that launched the Tetris phenomenon  
by Kris Graft [02.05.15]
Developer Alexey Pajitnov, and Henk Rogers, the man who made Tetris a global phenomenon, share lessons learned, their hopes for the future, and even game design advice.
Console/PC, Design, Business/Marketing

Get a job: Hangar 13 games is hiring a Graphics & Rendering Engineer  
by Staff [02.05.15]
New 2K Games studio Hangar 13 seeks a "seasoned graphics programmer" that hopes "to push the boundaries of cutting edge 3D graphics" on its new, triple-A console project.
Console/PC, Programming

Crossing game dev boundaries with the studio behind The Order: 1886  
by Kris Graft [02.05.15]
"This discussion about games in culture is probably the biggest boundary we need to cross," says Ru Weerasuriya, who used his DICE talk to explore how his studio, Ready at Dawn, has broken its own boundaries.
Console/PC, Design

Blog: This game kills fascists 11
by Gamasutra Community [02.05.15]
"Games make us all fascists and communists; anarchists and tycoons; kleptocrats and ascetics, so we better hope that games are not as powerful as we once dreamed they might be."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

How Shinra's streaming tech works, and what it means for game devs Exclusive 2
by Alex Wawro [02.05.15]
Shinra's Colin Williamson seeks to shine some light on how the company's remote rendering technology works and why game developers should care about this new spin on the game streaming service.
Console/PC, Business/Marketing, Exclusive

Unity set-up for 'pixel perfect' 2D games 8
by Gamasutra Community [02.05.15]
A very quick tutorial on getting your Unity project set up so that it has the right view for creating traditional 2D, side-view games (such as platformers).
Console/PC, Smartphone/Tablet, Indie, Programming

Road to the IGF: Joshua DeBonis and Nikita Mikros' Killer Queen Exclusive  
by Alex Wawro [02.05.15]
Joshua DeBonis and Nikita Mikros, co-creators of the IGF award-nominated Killer Queen, explain why they're fascinated by local multiplayer game design and what other devs can learn from their work.
Console/PC, Design, Production, Exclusive, IGF

Don't Miss: 5 tips for making great animations for 2D games Exclusive 33
by Eric Caolli [02.05.15]
Want to create eye-catching sprites for your 2D game? In this classic feature, two talented animators who've worked on some remarkably vibrant 2D games offer five tips for stepping up your sprites.
Console/PC, Indie, Art, Exclusive

Virtual mess: Destructors in C++ 24
by Gamasutra Community [02.05.15]
"This is why I think that the virtual destructor is a concept that never stood the test of time and not only exposes bad design of one of the core language features, but also introduces a lot of problems."
Console/PC, Smartphone/Tablet, Indie, Programming

The trouble we expected: Dark Souls II's producer on leveling up the game 8
by Christian Nutt [02.05.15]
Dark Souls II's global producer Atsuo Yoshimura acknowledges trouble stemming from the fact that it wasn't directed by series creator Hidetaka Miyazaki -- and talks about how the devs hope to burnish its rep.
Console/PC, Design, Production, Business/Marketing

D4, JRPGs and Danganronpa deconstructed in GDC 2015 Japanese talks 1
by Staff [02.05.15]
Hidetaka 'SWERY' Suehiro breaks down D4's development, an expert panel examines JRPG audio design and Kazutaka Kodaka deconstructs Danganronpa at GDC 2015.
Console/PC, Social/Online, Indie, Business/Marketing, GDC

Get a career jumpstart at the GDC 2015 Game Career Seminar 1
by Staff [02.05.15]
GDC 2015 organizers highlight notable sessions in this year's Game Career Seminar, which features portfolio reviews from Epic, Irrational and more alongside career guidance talks from industry veterans.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC

Revisiting the MDA framework 5
by Gamasutra Community [02.05.15]
"Is MDA broken? No, it is not. What this discussion intends to show is that in fact there are games which, by their nature or their medium, do not conform themselves to this model."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Designing Shadow of Mordor's Nemesis system 1
by Kris Graft [02.04.15]
Last year, Monolith had an unexpected hit with the release of Middle-earth: Shadow of Mordor. It's a superb game overall, but it's the emphasis on emergent storytelling that really made it stand out.
Console/PC, Design

Coding the Sheeple: AI in a realtime physics world 1
by Gamasutra Community [02.04.15]
"It's harder to do AI when you're in a realtime physics world, where all sorts of things can happen at any time. Wait between actions, pause... instead of just doing everything immediately."
Console/PC, Indie, Programming

Sony sold 6.4 million PS4s in the end of 2014  
by Christian Nutt [02.04.15]
PlayStation 4 takes a big leap year-on-year, which bodes well for the health of the console coming out of its second holiday season.
Console/PC, Business/Marketing

Brenda Romero asks: 'What does a great game look like?' 3
by Kris Graft [02.04.15]
Game development veteran Brenda Romero asks the question during a talk at today's DICE Summit in Las Vegas, then offers her own answers based on her experience as a developer, educator and player.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design