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September 1, 2015
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Updates » Console/PC
Game Design Deep Dive: Rocket jumping in Rocket League Exclusive 7
by Dave Hagewood [08.19.15]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

Riot launches 'tech blog' with League of Legends game dev secrets  
by Christian Nutt [08.18.15]
Learn from the developers at Riot Games with in-depth discussions of how League of Legends is created -- from the ground up.
Console/PC, Programming

GameStop survey says 92 percent of players own games they don't play 9
by Christian Nutt [08.18.15]
Today, GameStop released the results of a study that just so happens to encourage consumers to bring their used games into GameStop stores and trade them in.
Console/PC, Business/Marketing

Video: Narrative lessons from Road Not Taken  
by Christian Nutt [08.18.15]
Spry Fox's Daniel Cook expounds on the narrative design of his "roguelike puzzle game about surviving life’s surprises," Road Not Taken.
Console/PC, Indie, Design, Video

Chris Roberts speaks to the delays in developing Star Citizen 8
by Alex Wawro [08.18.15]
Chris Roberts directly addresses concerns that Star Citizen's development is in trouble in a new Kotaku article that includes accounts from anonymous sources who purportedly worked on the game.
Console/PC, Indie, Production

Why Oculus is paying for Rift exclusives instead of developing them itself  
by Alex Wawro [08.18.15]
"Instead of setting up internal studios, we put together this Oculus Studios group that funds external teams as though they're internal," says CEO Iribe. "We're funding them so they can get into VR."
Console/PC, Business/Marketing

Scholars are (still) calling on APA to stop linking violent games to aggression 2
by Alex Wawro [08.18.15]
A group that includes psychologists and media scholars continues to call the American Psychological Association's research into how violent games affect aggression 'misleading' and 'overgeneralized.'
Console/PC, Indie, Business/Marketing

Launching on Steam Early Access: What I did right and wrong 2
by Gamasutra Community [08.18.15]
"Hey everybody - let me tell you about my latest boneheaded mistakes so you can make all different mistakes with your launches."
Console/PC, Indie, Production, Business/Marketing

Can crunch ever be fixed in the game industry? 24
by Gamasutra Community [08.18.15]
"One of the puzzling attitudes I've seen in the games industry is companies talking about focusing on long term success, yet not taking a firm position against crunch."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Letting players set their own difficulty 3
by Gamasutra Community [08.18.15]
"Unlike dynamic difficulty, these designs embody the ranges of challenge in missions, scenarios and systems -- and so are visible to the player."
Console/PC, Design

Danish dev Press Play wants players to help develop its next game  
by Chris Kerr [08.18.15]
Microsoft's Press Play is looking to open up its development process to the world with new "transparent development initiative."
Console/PC, Indie, Design, Production, Video

New platform Fig adds investing to video game crowdfunding  
by Christian Nutt [08.18.15]
Spearheaded by Double Fine alum Justin Bailey, with input from Tim Schafer, Feargus Urquhart, and Brian Fargo, its first campaign is IGF winner Outer Wilds.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

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