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February 11, 2016
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February 11, 2016
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Updates » Console/PC
On incoherent gameplay systems 7
by Gamasutra Community [02.04.16]
"This piece is an examination of design decisions that don't work when paired up with each other. That last bit is important: it's not that these are 'bad designs,' it's that these are designs that don't work in context."
Console/PC, Design

Don't Miss: How a pro fan-translated Nintendo's elusive Mother 3 5
by Simon Parkin [02.04.16]
Gamasutra talks to Mother 3 fan-translator Clyde 'Tomato' Mandelin about his work translating the Nintendo classic, his day job in translation, and his localization heroes in this '08 interview.
Console/PC, Indie, Production

New developments in audio and music tech for VR  
by Gamasutra Community [02.04.16]
"We'll look at a brand new audio tech conference that should be particularly interesting to VR folks. We'll also get an overview of a couple of top audio technologies for virtual reality video games."
VR, Console/PC, Smartphone/Tablet, Audio

Get into game development for love, not money 3
by Gamasutra Community [02.04.16]
"Today I gave my introductory lecture about the game industry to a new group of students at The Los Angeles Film School. There was only one thing they all wanted to know: how much money they were going to make."
Console/PC, Indie, Business/Marketing, Recruitment

What do you mean, 'Losing is fun'? 5
by Gamasutra Community [02.04.16]
"A game featuring difficult situations, permanent consequences, and randomized content is seen as something special, something great even."
Console/PC, Smartphone/Tablet, Indie, Design

Shut Up & Sit Down returns to GDC with a board game smorgasbord  
by Staff [02.04.16]
Curated by the clever minds behind Shut Up & Sit Down, this exhibit will once again offer GDC†attendees a calm oasis†where you can†relax and†play some of the best tabletop games of 2015.
Console/PC, GDC

Square Enix sales and profits on the up  
by Chris Kerr [02.04.16]
Both sales and profits are up at Square Enix, which posted its financial results for the nine month period ending December 31, 2015, earlier today.
Console/PC, Smartphone/Tablet, Business/Marketing

The Unity add-ons we used to build our FPS 10
by Gamasutra Community [02.04.16]
A large list with images that shows what each add-on was used for in the first person shooter project Immortal Redneck -- everything from AI to shaders, effects, and FPS fundamentals.
Console/PC, Programming, Production, Business/Marketing

How one mod helped define the modern XCOM experience 1
by Phill Cameron [02.04.16]
XCOM 2 creative director Jake Solomon explains how his team actually consulted with creators of the popular Long War mod, and shared tools with them so that mod content will be available at launch.
Console/PC, Design, Production

Autodesk to lay off 925 in transition to cloud-based tools 13
by Christian Nutt [02.03.16]
The maker of 3ds Max, Maya, Stingray, Scaleform and other popular game-industry tools has announced a 10 percent layoff to its workforce today.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

The designers emerging from South Africa  
by Christian Nutt [02.03.16]
"Even if I donít sell my games domestically, I still want to make games that are culturally somehow South African." - Raheel Hassim, a student in South Africa's first-ever game design program
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Mike Wilson explains Gambitious' plans for funding indie devs 2
by Joel Couture [02.03.16]
'It's very easy to underestimate the time and effort of just running a crowdfunding campaign for the full duration,' says Mike Wilson
Console/PC, Indie, Production, Business/Marketing

Grand Theft Auto V drives Take-Two to better-than-expected earnings  
by Alex Wawro [02.03.16]
The Grand Theft Auto and Borderlands publisher increased its forecasted earnings for its current fiscal year as it†reported the better-than-expected financial results for its third quarter.
Console/PC, Business/Marketing

Don't miss: As Dust shuts down, a look back at CCP's ambitious plans 13
by Christian Nutt [02.03.16]
This 2011 interview, conducted as the company hatched ambitious plans to build a shooter directly into its successful MMO EVE Online, offers a look back at Dust 514 at its very outset.
Console/PC, Design, Business/Marketing

Get a job: Be a Senior 3D Environment Artist at The Workshop  
by Staff [02.03.16]
California studio The Workshop seeks a 3D artist with game industry experience (read: shipped games) to join its ranks and take a senior role on creating a variety of content using Maya and UE4.
Console/PC, Art, Recruitment

Video: Breathing life into your game's creatures through animation 1
by Staff [02.03.16]
As part of the Animation Bootcamp at GDC 2013, experienced animator Amy Drobeck walks you through her process for breathing life into creatures and animals -- from the skeleton up.
VR, Console/PC, Smartphone/Tablet, Indie, Art, Video, Vault

Polish your game design skills at the GDC 2016 Game Design Workshop  
by Staff [02.03.16]
Today is the last day to register early for GDC 2016 at a discounted rate, and those who do may appreciate the conference's cutting-edge Game Design Workshop.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

Don't Miss: Combating 'Old Grumpy Designer' Syndrome 26
by Alexandre Mandryka [02.03.16]
In this classic feature, design consultant Alexandre Mandryka examines what happens when game designers have no clear career path, and there's no culture in the studio that helps nurture them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

After flirting with retirement, Peter Molyneux doubles down on making games 4
by Alex Wawro [02.03.16]
'The only thing I can do is hunker down and strip myself back to what I really am,' Molyneux tells Eurogamer. 'And just be a programmer and a designer.'

Amiibo shipments reach 31 million  
by Christian Nutt [02.03.16]
Nintendo's toys to life figurines have sold-in big numbers and, according to the company, have reached perennial popularity around the globe.
Console/PC, Business/Marketing