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August 28, 2015
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August 28, 2015
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Updates » Console/PC
Stretch goals: Best practices for video game crowdfunding 9
by Gamasutra Community [08.18.15]
"DO NOT ANNOUNCE ANY STRETCH GOALS WHEN YOU LAUNCH YOUR CAMPAIGN. There is nothing to gain from announcing as you launch, and everything to lose."
Console/PC, Indie, Business/Marketing

For Oculus, the future of VR game development lies in your hands Exclusive 9
by Alex Wawro [08.18.15]
Oculus aims to stand out from the pack by emphasizing "hand presence" -- touch and finger-tracking in VR -- as core to its game design philosophy. Gamasutra chats with CEO Brendan Iribe to learn why.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Amazon Game Studios loses one of its top hires 2
by Christian Nutt [08.17.15]
UPDATE Amazon has been staffing up for big-time internal projects, but it's lost a key staffer -- Gamasutra can confirm that Splinter Cell dev Clint Hocking has left the company.
Console/PC, Business/Marketing

Get a job: Havok is looking to hire a Software Engineer  
by Staff [08.17.15]
Handy with C++? Cross-platform game engine tech company Havok is looking for a software engineer like you to work on developing tech and doing developer relations at its office in San Francisco, CA.
Console/PC, Programming, Recruitment

Study: 72% of teens play games, but boys overshadow girls in online play 2
by Alex Wawro [08.17.15]
The Pew Research Center has published a study suggesting that while the majority (72 percent) of teens play video games, teen girls are far less likely to play online than their male counterparts.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Classic Postmortem: Double Fine's Psychonauts GDMag Exclusive  
by Caroline Esmurdoc [08.17.15]
In honor of the classic game's tenth anniversary this week, we present the unedited Game Developer magazine postmortem of Double Fine's mind-bending platformer Psychonauts.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

Video: Watch a blow-by-blow account of animating EA's UFC games  
by Staff [08.17.15]
As part of the popular GDC 2015 Animation Bootcamp, EA's Geoff Harrower and Lee Dowsett deconstruct the complex animation systems that underlie the visceral combat of the latest EA Sports UFC game.
Console/PC, Art, Production, Video, Vault

Don't Miss: Learning to love handicaps in competitive games 29
by Keith Burgun [08.17.15]
Rubberbanding and injected randomness can level the playing field in competitive games -- but they can also cause problems, potentially harming your game design. So why not take a look at handicaps?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Developers, tell us your best Dirty Coding Tricks! 1
by Staff [08.17.15]
The "Dirty Coding Tricks" articles have been among the most popular on Gamasutra, and that's why we're asking you to share your stories -- so we can do a part 3!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Without a narrative, I'm lost in game space 7
by Gamasutra Community [08.17.15]
"Luckily, stories provide context and player motivation. Moreover, human beings crave stories. Stories tell us about ourselves and the human condition."
Console/PC, Design

21 free learning resources for game developers 22
by Gamasutra Community [08.17.15]
"To prepare this list, I dug through numerous websites. I drew from countless hours spent looking for resources in the past to bring you the best, free online resources I could find and be recommended."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Blog: Hearthstone on phones is costing Blizzard millions of dollars 15
by Gamasutra Community [08.17.15]
"Blizzard releases games like Hearthstone on PC through its own privately-owned Battle.net platform. Meanwhile, mobile stores like the App Store and Google Play take a 30% cut of all in-app purchases."
Console/PC, Smartphone/Tablet, Business/Marketing

This Week in Video Game Criticism: The poetics of ragdoll physics  
by Kris Ligman [08.17.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from an Ovid's Metamorphoses of ragdoll physics to the recurring themes in the games of The Chinese Room.
Console/PC, Indie, Design

Sketchfab to Unity using 2D toolkit 1
by Gamasutra Community [08.17.15]
"We are gonna talk about our interactive dioramas for OKHLOS, show how the 3D meshes mix with pixel art. Particularly we are going to talk about how we made them."
Console/PC, Indie, Art

Why I refused widescreen for my game 34
by Gamasutra Community [08.17.15]
"What I learned from this whole ordeal is that weird problems crop up when you least expect them and the problem is not always obvious."
Console/PC, Indie, Design

Years after the Sandy Hook shooting, promised research on guns and games isn't happening 11
by Christian Nutt [08.14.15]
A new report points out that Congress has failed for two years to approve the budget for research promised by the Obama administration, in the wake of the 2013 school shooting.
Console/PC, Business/Marketing

Rabbits, Fallout, and drag queens: The week in GameDevTweets  
by Staff [08.14.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. This week: A grab-bag of funny to serious, and back.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, VR

Get a job: Wargaming is hiring an experienced Graphics Engineer  
by Staff [08.14.15]
World of Tanks maker Wargaming.net is seeking an a graphics engineer to take a lead role in working on the company's current and upcoming projects alongside the team in its Chicago, Illinois studio.
Console/PC, Social/Online, Programming, Recruitment

Completing Polyglot, a database of localization text for games 4
by Gamasutra Community [08.14.15]
"Polyglot is a base for the basic translations for indie games. Instead of using money on the menus, indies could use that little money they have to localize actual unique content."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: How Bungie built the weapons, worlds and lore of Destiny 19
by Staff [08.14.15]
Hear the four pillars that guided the world design for Bungie's remarkably popular Destiny, from art director Christopher Barrett and design director Joe Staten in this free GDC 2013 video.
Console/PC, Social/Online, Programming, Production