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January 29, 2015
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January 29, 2015
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Updates » Console/PC
Video: How Adrift went from concept art to publishing deal  
by Staff [01.14.15]
At GDC Next 2014, Adam Orth and the rest of the core Adrift development team share lessons learned while taking their game from concept art to a polished prototype that netted them a publishing deal.
Console/PC, Indie, Production, Video, Vault

Super Mario Bros. meets Puzzle & Dragons: What's the big deal?  
by Christian Nutt [01.14.15]
Last week, a new Super Mario Bros. game was announced. But it's not a platformer; it's a new edition of Japan's biggest mobile hit, Puzzle & Dragons, for the Nintendo 3DS. Who benefits more?
Console/PC, Smartphone/Tablet, Business/Marketing, Video

Unit tests vs. functional tests: Round 1 2
by Gamasutra Community [01.14.15]
"Long story short – I made the initial set of tests pass, but when I ran the code in Tamy (my game engine editor) on the sample assets I had, it broke spectacularly."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

6 steps to writing interactive fiction 1
by Gamasutra Community [01.14.15]
"Writing is hard. Writing interactive, multiple-choice games is harder. How can you write a story where anything can happen? How do you set up the player’s options? Where do you even start?"
Console/PC, Smartphone/Tablet, Indie, Design

Bungie, Naughty Dog and Double Fine share programming tips at GDC  
by Staff [01.14.15]
The folks responsible for GDC 2015 highlight a few notable Programming talks in advance of the conference's discounted early registration deadline.
Console/PC, Programming, GDC

Nintendo announces New Nintendo 3DS XL for U.S., European release 6
by Kris Graft [01.14.15]
Nintendo's "New 3DS XL" is on its way to the U.S., the company confirmed during its Nintendo Direct webcast today.

Diving into the world of adaptive music 2
by Gamasutra Community [01.14.15]
Music for a build-your-own spaceship game: "As each ship is built from components, so too is the music. There are currently close to 200 components in the game and each component has its own musical motif."
Console/PC, Indie, Audio

The Game Outcomes Project: Game development factors 18
by Gamasutra Community [01.14.15]
"The differences in teamwork and culture across teams are simply massive, and these differences have an overwhelming impact on the games we make and our success or failure as organizations."
Console/PC, Production

This Week in Video Game Criticism: Ludocentricism and the 'Age of Games'  
by Mark Filipowich [01.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from the 'ludocentrism' of games discourse to a different take on Eric Zimmerman's 'Ludic Century.'
Console/PC, Social/Online, Indie, Design, Business/Marketing

Get a job: Sucker Punch is hiring a Narrative Writer  
by Staff [01.13.15]
Are you a storyteller? InFamous: Second Son studio Sucker Punch is looking to hire a contract writer to work on crafting narrative content alongside the team in the studio's Bellevue, WA office.
Console/PC, Design, Recruitment

Award-winning composer faces union expulsion in game music fight 7
by Alex Wawro [01.13.15]
Video game composer Austin Wintory is facing union expulsion after refusing on principle to pay fines related to his non-union work on The Banner Saga.
Console/PC, Audio

Don't Miss: Game art tips from Rockstar's former art director Exclusive 4
by Kris Graft [01.13.15]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Art, Exclusive

Creating a programming environment for a 'deeply procedural game' 3
by Gamasutra Community [01.13.15]
"There are no tools out there for the kind of deeply procedural game we're working on, and good tooling comprises 90% of what makes the game."
Console/PC, Indie, Programming

Blog: What is 'depth' in video games? 6
by Gamasutra Community [01.13.15]
"There are countless examples where depth is built into games, but players don’t understand it or take advantage of it. ... We need an underlying design for depth which is (hopefully) intuitive to the player."
Console/PC, Design

Unreal Engine 4 programming API fundamentals 2
by Gamasutra Community [01.13.15]
A post to demystify: "Unreal Engine 4’s programming API can be quite challenging to tackle if you are new to the programming side of the engine or just new to the engine in general."
Console/PC, Smartphone/Tablet, Programming

Learn to make games smarter at the GDC 2015 AI Summit  
by Staff [01.13.15]
GDC officials highlight a handful of great AI-focused GDC 2015 talks in advance of the deadline for discounted early registration for the show.
Console/PC, Indie, Programming, GDC

The basics of predicting player behavior with analytics 7
by Gamasutra Community [01.13.15]
"The more data the algorithm has access to, the more it understands likelihood, and the more it can tell you how often that guess has turned out right."
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

6 tips for game localization 20
by Gamasutra Community [01.13.15]
"To help myself and other game developers who are considering getting their games localized, I have put this list of Dos and Don'ts together."
Console/PC, Smartphone/Tablet, Indie, Production

Telltale putting 'a lot of energy' into creating new, original IP 2
by Christian Nutt [01.12.15]
The studio behind The Walking Dead is moving into creating its own original IP, newly installed CEO Kevin Bruner confirms to Gamasutra.
Console/PC, Business/Marketing

Kevin Bruner takes Telltale CEO reins, as Dan Connors steps back 2
by Christian Nutt [01.12.15]
After over a decade, co-founder and CEO Dan Connors is stepping down; in his place, co-founder and CTO Kevin Bruner will be assuming the chief executive role. We speak to the execs.
Console/PC, Business/Marketing