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April 21, 2015
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April 21, 2015
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Updates » Console/PC
Video: How BioWare built enough content to fill The Old Republic  
by Staff [04.17.15]
At GDC Online 2011, BioWare's Georg Zoeller uses Star Wars: The Old Republic to explain how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development.
Console/PC, Social/Online, Design, Production, Video, Vault

Don't Miss: What I learned coding X-Wing Vs. TIE Fighter Exclusive 2
by Peter Lincroft [04.17.15]
In this classic 1999 feature, Totally Games programmer Peter Lincroft offers a behind-the-scenes look at the design of X-Wing Vs. TIE Fighter -- with a specific focus on its multiplayer systems.
Console/PC, Programming, Exclusive

A Tale of Tales on the politics and interior design of Sunset  
by Konstantinos Dimopoulos [04.17.15]
Longtime indie developer Auriea Harvey speaks to our sister site about the design, goals and politics of Tale of Tales' upcoming first-person game Sunset.
Console/PC, Indie, Art, Design, Production

The MOBA landscape in 2016: A peek at what's ahead  
by Gamasutra Community [04.17.15]
EEDAR compiles data, makes predictions: "Success will hinge on captivating MOBA players with something new rather than attempting to compete directly with League of Legends or Dota 2."
Console/PC, Business/Marketing

Analysis: The top 20 games on Twitch in March 2015 5
by Gamasutra Community [04.17.15]
An analysis of what people are watching on the popular streaming platform, and how much of it -- both games and platforms -- using real data scraped from the site.
Console/PC, Indie, Business/Marketing

How to make a Rapture 10
by Christian Nutt [04.17.15]
Dear Esther studio The Chinese Room's new first-person experience is set in a quaint town where everyone's disappeared. The developer talks here about prototyping and delivering story-as-gameplay.
Console/PC, Indie, Design

In 1993, Mega Man X's team was crunching on the SNES hit 5
by Christian Nutt [04.16.15]
A new translation of an old story documents (in an exaggerated way) the working conditions at a prominent developer on a landmark game, and offers a slice of history we don't often get to see.
Console/PC, Production, History

Google's latest VR hires include former Double Fine designers 1
by Alex Wawro [04.16.15]
Google has gone ahead and acquired Dublin-based 3D sound startup Thrive Audio and Skillman & Hackett, a San Francisco VR design firm founded by former Double Fine folks Hackett and Drew Skillman.
Console/PC, Business/Marketing

Get a job: Sony Santa Monica seeks an experienced Maya Programmer  
by Staff [04.16.15]
Handy with Maya? Sony's Santa Monica branch is looking for someone like you to work alongside the God of War team.
Console/PC, Programming, Recruitment

Blog: Design, doubt, and the scientific method 1
by Gamasutra Community [04.16.15]
"A problem I frequently face when designing a new game is intense anxiety from not having answers to all its design problems at all times. It's a cycle of obnoxious mood swings."
Console/PC, Indie, Design

Implementing an open-world isometric game engine on a block-world design  
by Gamasutra Community [04.16.15]
One develoment approach for isometric, voxel-based world from an indie: "Algorithms and solutions I discovered during my final exams in school and improved in the last two years."
Console/PC, Indie, Programming

The same V8 with half the weight: One dev's experience with DX12 Exclusive 2
by Alex Wawro [04.16.15]
Gamasutra chats with graphics specialist and Oxide Games partner Dan Baker about what it's been like to make games with DirectX 12, and what other developers should know before making the switch.
Console/PC, Production, Exclusive

Learn about player behavior and DX12 tech in first GDC Europe 2015 talks  
by Staff [04.16.15]
A nuts-and-bolts Vulkan/DX12 talk from AMD and a frank look at how player psychology affects game design are the first of many talks at GDC Europe 2015 this August in Cologne.
Console/PC, Programming, Design, GDC Europe

The demands of porting Unity-based Teslagrad and its physics to Vita and beyond 2
by Gamasutra Community [04.16.15]
"The Vita version is resulting the most demanding version so far, but all this chaos offer a bright side too: this version benefits from optimizations made for the PS3 and PS4 platforms."
Console/PC, Indie, Programming

2K Australia shuts its doors 2
by Phill Cameron [04.16.15]
2K Australia is shutting down and letting go of all staff, marking the closure of the last big Australian studio.
Console/PC, Business/Marketing

EA shutting down Battlefield Heroes and three other F2P games 5
by Christian Nutt [04.15.15]
The much feted PC shooter will be winding down in 90 days due to waning popularity -- along with other early free-to-play PC titles from the publisher.
Console/PC, Business/Marketing

Get a job: Be a Graphics Programmer for Firaxis Games  
by Staff [04.15.15]
Comfortable coding rendering tech? Baltimore-based Firaxis needs someone with C/C++ programming skills and UE3 experience to program graphics systems and tools for a cross-platform game.
Console/PC, Programming, Recruitment

Video: Designing for exploration and choice in Firewatch  
by Staff [04.15.15]
Campo Santo team members Nels Anderson and Jake Rodkin speak at length about how Firewatch is being designed to tell a story and allow meaningful player exploration/choice -- without combat.
Console/PC, Design, Video, Vault

Don't Miss: Riot's League of Legends postmortem 15
by Christian Nutt [04.15.15]
Leaders from the development team behind League Of Legends share what they learned from building and running their community-centric game during GDC 2011's Social & Online Games Summit.
Console/PC, Social/Online, Art, Design, Production, Business/Marketing

The problems with weak game industry ecosystems 3
by Gamasutra Community [04.15.15]
A laundry list of the challenges facing developers who operate in countries with weak game development ecosystems, written by a Turkish developer.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing