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July 4, 2015
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Updates » Console/PC
Exploring the nature of game mechanics 4
by Gamasutra Community [06.23.15]
"The player's abilities and the challenges you create to test those abilities are two sides of the same coin. 'Game Mechanic' is the term I'm using to show how the two combine to become basically the same thing."
Console/PC, Design

Lessons learned from designing enemies for kids 1
by Gamasutra Community [06.23.15]
"The problem -- you canít rely on any kind of skill progression in very young kids. How do we increase the challenge of later enemies when we canít guarantee that the players skill will increase?"
Console/PC, Design

The heart of game systems 3
by Gamasutra Community [06.23.15]
"I hope that this approach of dissecting the individual parts of the game experience, will help to single out certain design challenges that we face along the way of creating awesome games."
Console/PC, Smartphone/Tablet, Indie, Design

E3 2015 media coverage analysis (aka 'Who won the E3 media battle?') 9
by Gamasutra Community [06.23.15]
A year ago, I did a pretty extensive analysis of the media coverage around E3. Well, I have done it again.
Console/PC, E3

'Als ik Kan': Honoring your craft 2
by Gamasutra Community [06.23.15]
"Sure, thereís a lot of what we do that is create, but thereís a level of craftsmanship here, too. Even if weíre not allowed to perform at our peak, there are still issues that we should address as a matter of pride."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Developing Deus Ex: An oral history Exclusive 5
by Alex Wawro [06.23.15]
15 years ago this week, Ion Storm Austin released its seminal first-person cyberpunk game Deus Ex. Gamasutra spoke to some of its lead creators to learn more about how they developed it -- and what it did to them.
Console/PC, Design, Exclusive

Outpost Games is seeking an animator  
by Staff [06.22.15]
The new studio from former Dead Space 2 and FarmVille 2 creative lead Wright Bagwell is looking for an animator who "brings raw animation skills, technical know-how, and can work well with all disciplines."
Console/PC, Art, Recruitment

Scientists weigh in on the effect of games on players 5
by Christian Nutt [06.22.15]
In a new survey of scientists working on video game research, a slight consensus emerges: Video game play is probably good for players, but we need to understand more.
Console/PC, Business/Marketing

Rift is out soon, but Oculus' Luckey says the mainstream will take longer  
by Christian Nutt [06.22.15]
Palmer Luckey sees massive mainstream potential for VR -- hence Facebook's interest -- but don't expect consumers to jump on the Rift early next year.
Console/PC

Australian Green Party secures inquiry into the country's game industry 3
by Christian Nutt [06.22.15]
Politicians to look into how the company's game industry can grow again -- including whether or not tax breaks should come back.
Console/PC, Smartphone/Tablet, Business/Marketing

NYU Game Center brings on Naomi Clark, Mitu Khandaker-Kokoris 1
by Christian Nutt [06.22.15]
The acclaimed game development program headed by Frank Lantz has announced the addition of two new well-known faculty to its lineup.
Console/PC, Business/Marketing, Student/Education

The politics of beauty 1
by Gamasutra Community [06.22.15]
Sunset's MichaŽl Samyn muses on the shifting standards of art and beauty, and how that affected the art direction of the game -- and his own personal aesthetic.
Console/PC, Art

This Week in Video Game Criticism: From Fury Road to Bullet Hell 1
by Kris Ligman [06.22.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from what games writers can learn from Mad Max: Fury Road to a bullet hell game which learns from its player.
Console/PC, Social/Online, Indie, Design

8 player archetypes for break-testing your game design 4
by Gamasutra Community [06.22.15]
Can your game be "broken"? Figure it out with these types: "I formulated heuristics for solo playtesting and created a set of ideal (in the psychological sense) player archetypes."
Console/PC, Indie, Design

Different player types for co-op games 4
by Gamasutra Community [06.22.15]
"Over the course of my time developing cooperative games, I ended up creating my own, more specific list of player types. They are a result of years of extensive playtesting."
Console/PC, Design

Let's shatter the delusion that sports game devs aren't creative 3
by Gamasutra Community [06.22.15]
"Donít overlook a CV just because the applicant has only worked on sports games. We're creative guys with huge ability and lots of fresh ideas. Don't push us aside for the same old, same old."
Console/PC, Design

Q&A: Republique dev Camouflaj inks global publishing deal with GungHo  
by Christian Nutt [06.22.15]
Gamasutra speaks to GungHo president Kazuki Morishita and Camouflaj lead Ryan Payton about why the two companies have tied up -- as the Japanese titan (Puzzle & Dragons) inks its second deal with a U.S. indie.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Why we don't believe in sales, discounts, and bundles 51
by Gamasutra Community [06.22.15]
"Iím more and more convinced that the whole concept of these promotions is toxic. Why toxic? Because systematic sales contribute to decrease the commonly accepted prices of games to absurdly low levels."
Console/PC, Indie, Business/Marketing

Tale of Tales unlikely to make more games after poor sales of Sunset 13
by Phill Cameron [06.22.15]
After its latest game Sunset sells barely over 4,000 copies, studio Tale of Tales says it's likely done making games.
Console/PC, Indie, Production, Business/Marketing

Get a job: Vicarious Visions seeks a character combat designer 3
by Staff [06.19.15]
The Activision-owned studio behind more than one of the Skylanders games and Marvel Ultimate Alliance 2 seeks a designer who can oversee all aspect's of character combat design.
Console/PC, Design, Recruitment