Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 25, 2014
arrowPress Releases
November 25, 2014
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Console/PC
Video: Solving the time travel paradox for Super Time Force  
by Staff [11.17.14]
This GDC 2014 talk offers us a first-hand look into how Capy Games' Super Time Force uses concepts from quantum mechanics to tackle the video game time paradox problem.
Console/PC, Indie, Design, Video, Vault

Get a job: Insomniac seeks an experienced Engine Programmer  
by Staff [11.17.14]
The house that built Sunset Overdrive and the Ratchet & Clank games is looking to hire a senior engine programmer to work on Xbox One projects in the studio's Burbank, CA office.
Console/PC, Programming, Recruitment

Don't Miss: Warren Spector interviews Sid Meier about game design Exclusive 1
by Staff [11.17.14]
In this classic interview from the February 2002 issue of Game Developer magazine, one renowned game designer interviewed another to talk a bit about the creative and practical aspects of game design.
Console/PC, Design, Exclusive

Blog: Taking a critical look back at Super Mario World 9
by Gamasutra Community [11.17.14]
"Most of all, Iím not enthusiastic about World because I donít think its level design matches the level of quality seen in the NES trio. For me, this lack is mostly a result of the newer mechanics it ignores."
Console/PC, Design

Add MMO support to your game in a few easy steps, the Goat Simulator way 4
by Mike Rose [11.17.14]
Goat Simulator company Coffee Stain Studios put much of the game industry to shame today, showing just how easy it is to turn your serious action game into a fully-fledged MMO.
Console/PC, Indie, Business/Marketing, Video

The key to crowdfunding success: Think about your backers 1
by Gamasutra Community [11.17.14]
How a tiny team made $60,000: "Run a good and fun campaign. Do your very best, communicate constantly, and be honest. People notice this, and it's important."
Console/PC, Indie, Business/Marketing, Crowdfunding

Snail Games hit with race discrimination lawsuit 4
by Mike Rose [11.17.14]
A former director at the U.S. branch of Chinese company Snail Games has filed a lawsuit against the company, alleging unlawful dismissal due to "race discrimination."
Console/PC, Smartphone/Tablet, Business/Marketing

Nintendo doesn't simply want the same games as every other system 21
by Mike Rose [11.17.14]
"What the other companies are doing makes business sense. But it's boring." - Nintendo's Shigeru Miyamoto goes some way to explaining why you shouldn't expect so many third-party titles on Nintendo platforms.
Console/PC, Business/Marketing

Embrace the apocalypse: Why competitive endgames and server resets make sense 11
by Gamasutra Community [11.17.14]
"When I was first confronted by the idea of a server-ending apocalyptic endgame, I was sad about losing all the stuff I worked so hard to build. But then I figured nothing lasts forever."
Console/PC, Social/Online, Indie, Design

Iron Galaxy's lessons learned on the path to Killer Instinct Exclusive 3
by Alex Wawro [11.17.14]
Iron Galaxy chief Dave Lang speaks to how his studio took over Killer Instinct and what he's learned in the tricky process of growing from a tech contractor to a developer of original games.
Console/PC, Production, Exclusive

'Should you charge for new content, or give it to your audience for free?' 11
by Christian Nutt [11.14.14]
This week, Monument Valley updated with paid DLC -- and a portion of its users revolted. Can you charge for content? Should you? We ask devs.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Analyst: Console titles now selling as many as 25% of copies digitally 4
by Christian Nutt [11.14.14]
Data keeps coming in that suggests the shift to digital is a big one for this generation, with Cowen and Company analyst Doug Creutz now saying that a quarter of copies are digital.
Console/PC, Business/Marketing

Video: The impact of 0.2 seconds on balancing Halo 3's sniper rifle  
by Staff [11.14.14]
At GDC 2010, Bungie designer Jaime Griesemer reveals how changing the time between shots of the Halo 3 sniper rifle by 0.2 seconds had an incredibly outsized effect on the game's design.
Console/PC, Design

Majesco and its indie label Midnight City in serious trouble 2
by Christian Nutt [11.14.14]
Multiple sources have told Gamasutra information which suggests that the New Jersey publisher is on the ropes, and SEC filings back that up.
Console/PC, Indie, Business/Marketing

Get a job: The Workshop is hiring Programmers  
by Staff [11.14.14]
The Workshop, which worked on The Evil Within and Sorcery, is looking for multiple coders of varying experience levels to join its Marina Del Rey, CA studio.
Console/PC, Programming, Recruitment

Don't Miss: Carmack's tips on functional programming 11
by John Carmack [11.14.14]
In this classic in-depth feature reprinted from #altdevblogaday, id Software cofounder and Oculus VR CTO John Carmack uses C++ to reveal the value of programming in a functional style.
Console/PC, Indie, Programming

Japanese developer Hit Maker files for bankruptcy 3
by Mike Rose [11.14.14]
Japanese developer Hit Maker, the team behind games like A Witch's Tale and Last Rebellion, has filed for bankruptcy, according to media reports.
Console/PC, Business/Marketing

Mind Candy swings to losses, needs another Moshi Monsters  
by Mike Rose [11.14.14]
Mind Candy, the UK studio behind the Moshi Monsters franchise, saw a large-scale swing to losses last year -- and now the company needs another big hit.
Console/PC, Smartphone/Tablet, Business/Marketing

A guide to creating procedural terrain 4
by Gamasutra Community [11.14.14]
Code samples and techniques for creating procedural terrain -- a comprehensive guide that should get you on your way.
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: The question of the D20 for tabletop design 7
by Gamasutra Community [11.14.14]
On developing a tabletop game without using the most iconic of dice -- an examination of how different systems use it and what effect it has on gameplay.
Console/PC, Design