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March 27, 2015
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March 27, 2015
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Updates » Console/PC
Postmortem: DoubleBear's Dead State - Controlling scope in an RPG 1
by Brian Mitsoda [03.11.15]
A look back at Dead State, from Kickstarter success through Early Access before final release, with Brian Mitsoda, Creative Director of Doublebear.
Console/PC, Indie, Design, Business/Marketing

Crystal Quest Kickstarter funding fail postmortem 18
by Gamasutra Community [03.11.15]
"I really feel bad about all the things I did not do. The great opportunities offered that I didnít take advantage of. The whole thing happened so fast."
Console/PC, Indie, Business/Marketing, Crowdfunding

Don't Miss: Unorthodox tips for improving your programming skills 36
by Gamasutra Community [03.10.15]
There are "plenty of good resources out there that teach the technical skills"; this post concentrates on "the more personal lessons that you often only learn through experience or trial and error."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Telling a story through play: how Counter-Strike gives you an audience 5
by Gamasutra Community [03.10.15]
"One of my favorite things about multiplayer games is that each match is its own little story that you write with all the other players. Counter-Strike has always stood out to me as the most theatrical of the bunch."
Console/PC, Design

GDC In Pictures: Highlights from GDC 2015 1
by Alex Wawro [03.10.15]
To give you a taste of what it was like to be at GDC 2015, we've taken the liberty of compiling a few highlights from the Official GDC Photostream.
Console/PC, Indie, Business/Marketing, GDC

This Week in Video Game Criticism: From This War of Mine to highlights from GDC  
by Cameron Kunzelman [03.10.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics ranging from This War of Mine to highlights from this year's Game Developers Conference.
Console/PC, Social/Online, Indie, Design

Understanding your Kickstarter liabilities 5
by Gamasutra Community [03.10.15]
The legal issues surrounding failed Kickstarter projects are largely untested waters, but if recent lawsuits are any indication, then those venturing into this crowdfunding sea may be subjecting themselves to more risk than they realize.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

'T.M.I.': Preserving the suspension of disbelief through ambiguity Exclusive 7
by Phill Cameron [03.10.15]
What information should you tell the player, and what will shatter their immersion? We investigate.
Console/PC, Indie, Design, Exclusive

Microsoft shuffle sees HoloLens chief overseeing Xbox game makers 2
by Alex Wawro [03.09.15]
Things are changing at Microsoft as corporate vice president Kudo Tsunoda, most recently a chief evangelist for the company's HoloLens headset, takes creative oversight over a few Microsoft studios.
Console/PC, Business/Marketing

Video: Applying psychology to build better games 1
by Staff [03.09.15]
At GDC 2013, game designer Jason VandenBerghe sought to find a practical game development application of the 5 Domains psychological model of personality types -- or die in the attempt.
Console/PC, Design, Video, Vault

Get a job: Sony is hiring a Combat Designer  
by Staff [03.09.15]
Sony Computer Entertainment America seeks someone with a senior combat designer's skillset to work alongside the team in its Los Angeles, CA studio.
Console/PC, Design, Recruitment

But seriously, let's talk a little bit more about SteamVR 15
by Kris Graft [03.09.15]
The talk of GDC 2015 was the SteamVR / HTC Vive hands-on demo. Editor-in-chief Kris Graft can't stop thinking about it, so here are more thoughts on the promise of VR, and what it'll take to get there.
Console/PC, Social/Online, Smartphone/Tablet, Indie, VR

Don't Miss: Level design in The Legend of Zelda 64
by Staff [03.09.15]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

New service aims to crowdfund collectible versions of digital games  
by Alex Wawro [03.09.15]
Developers of digital-only games, take note: there's a new service in town that will help you crowdfund and produce a limited physical edition of your game packed with "feelies" like posters, statues and mixtapes.
Console/PC, Indie, Business/Marketing

GDC reports record-breaking attendance and announces 2016 dates  
by Staff [03.09.15]
Game Developers Conference has set a record for event attendance, with more than 26,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Life of Pixel: The business realities of a moderate-at-best indie hit 25
by Gamasutra Community [03.09.15]
"We just need to hang on in there, and hopefully at some point soon our fortunes will improve. Indie development can be a tricky beast!"
Console/PC, Indie, Business/Marketing

4 vital contract terms when hiring a game dev contractor  
by Gamasutra Community [03.09.15]
"Without a written contract, many of these issues (and others I didnít address) are left unresolved. Before entering into a working relationship, get it in writing. It can benefit all parties involved."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Pathing and movement on a 3D grid 9
by Gamasutra Community [03.09.15]
"There are a lot of things to consider with movement in a 3D game, even a grid-based one. Some of these issues we tackled ahead of time, while others required playtesting and iteration."
Console/PC, Smartphone/Tablet, Indie, Design

Postmortem: Human Extinction Simulator 5
by Gamasutra Community [03.09.15]
"I was now in the right state of mind to work on my best game yet that would let me get my hopes up for the first time. I was ready to put to good use the last seven years I spent 'trying' to actually 'making.'"
Console/PC, Indie, Design, Production, Business/Marketing

Studio management tips from Jesse Schell 9
by Christian Nutt [03.06.15]
Over the course of the last 12 years of running his studio, Schell Games, Jesse Schell has learned a few things about management: Here's a collection of his insight, shared today at GDC.
Console/PC, Smartphone/Tablet, Production, Business/Marketing