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January 31, 2015
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Updates » Console/PC
Blog: 3 things that worked for our development process 3
by Gamasutra Community [01.02.15]
"Our development process has been evolving every month and we have been learning very much during this time, mostly learning it the hard way."
Console/PC, Indie

Installation required: Why you should build an arcade cabinet for your game 3
by Gamasutra Community [01.02.15]
A look at both the why and the how of building your own arcade cabinet for your game -- and, on top of that, an interview with one of the idea's major proponents.
Console/PC, Indie, Business/Marketing

Best of 2014: Breaking the NES for Shovel Knight 21
by Gamasutra Community [01.01.15]
"When you add up all the changes, it seems like there is a vast gulf between Shovel Knight and the technology of the NES. However, we feel that the core of the aesthetics of the 8-bit era has been respected."
Console/PC, Indie, Art, Design

Get a job: Be a Senior Programmer at The Workshop  
by Staff [12.31.14]
The Workshop, which had a hand in both The Evil Within and Sorcery, is looking for multiple programmers with console game development experience to join its Marina Del Rey, CA studio.
Console/PC, Programming, Recruitment

Video: Building the AI for Hearthstone 6
by Staff [12.31.14]
In one of the more popular GDC Vault videos of 2014, former Blizzard engineer Brian Schwab took the stage at GDC 2014's AI Summit to deliver a frank talk on the AI design of Hearthstone.
Console/PC, Programming, Design

Best of 2014: 'Roguelikes' - Getting to the heart of the it-genre 18
by Christian Nutt [12.31.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Console/PC, Indie, Design

20 developers, events and trends that shaped our industry in 2014 Exclusive  
by Alex Wawro [12.31.14]
As we bid farewell to 2014, it's clear we're closing out one of the more momentous years in recent game industry history; here are the developers, events and trends that defined the year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Best of 2014: C# memory management for Unity developers 63
by Gamasutra Community [12.31.14]
"This post discusses the fundamentals of memory management in the garbage-collected world of .NET and Mono. I also discuss some common sources of memory leaks."
Console/PC, Smartphone/Tablet, Indie, Programming

Love on the battlefield: Fire Emblem's support system 24
by Gamasutra Community [12.31.14]
A look at what sets Nintendo's strategy franchise apart: "It keeps the players engaged with characters of their choosing while also being an important strategic element of the battle system."
Console/PC, Design

Best of 2014: A guide to creating beautiful, texture-less 3D 11
by Gamasutra Community [12.31.14]
"The advent of pixel art has shown me that you can take any visual tech and distill it to its purest form. Creating 3D art without the use of textures does exactly this."
Console/PC, Smartphone/Tablet, Indie, Art

Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
by Phantom Compass [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Using software development practices for games: Can MVC/MVVM work? 5
by Gamasutra Community [12.31.14]
"Are they good for game development? Do they bring any additional complexity? Do they solve any problems better than the current approach?"
Console/PC, Social/Online, Indie, Programming, Design, Production

Get a Job: N-Space is hiring a 3D Character Animator  
by Staff [12.30.14]
Florida-based n-Space is seeking a 3D character animator with, optimally, "knowledge and love of fantasy RPG." Does this sound like you? Check out this job post!
Console/PC, Art, Recruitment

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