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October 31, 2014
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October 31, 2014
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Updates » Console/PC
Chinese developers need to better identify the needs of their players 1
by Brandon Sheffield [10.20.14]
"We serve the customers, that's our common goal," says Jeff Lyndon, president and co-founder of Chinese mobile game publisher iDreamSky, at GDC China today.
Console/PC, Design, Business/Marketing, GDC China, China

The role of luck: RNG isn't the answer 24
by Gamasutra Community [10.20.14]
"We've concluded that itís possible to design a compelling competitive game without luck. Possible. Not easy. Not necessarily doable. But possible."
Console/PC, Indie, Design

Insomniac's engine chief shares tips on leading tech teams at GDC 2015  
by Staff [10.20.14]
Engine director Mike Acton is an expert on the topic, and in his "Great Management of Technical Leads" talk at GDC 2015 he'll lay out the entry-level expectations you need to know about.
Console/PC, Production, Business/Marketing, GDC

Jade Raymond departs Ubisoft after a decade with the company  
by Alex Wawro [10.20.14]
Game industry veteran Jade Raymond has announced plans to depart Ubisoft Toronto after ten years with the company, citing an interest in pursuing new ambitions.
Console/PC, Business/Marketing

The 'new-platform' model - an alternate path for indies  
by Brandon Sheffield [10.20.14]
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, GDC China

GDC Next speakers share their 'hidden gem' game recommendations  
by Staff [10.20.14]
In the spirit of boosting discoverability for games of all stripes, here are just a few of the "hidden gem" titles that GDC Next featuring ADC speakers suggest you check out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Next

Why we chose a free beta instead of Early Access 6
by Gamasutra Community [10.20.14]
"This exercise confirmed our feelings that Early Access really suits a long, drip-feed approach where the evolving nature of the game is fundamental to the way the game is developed and experienced."
Console/PC, Indie, Production, Business/Marketing

Did 80s computer marketing push women out of video games? 16
by Mike Rose [10.20.14]
A large-scale drop-off in the number of women taking computer science courses occurred in the 80s, and was fueled by computer marketing campaigns that were heavily directed at men.
Console/PC, Business/Marketing

Steam Early Access game Space Engineers sells 1 million  
by Mike Rose [10.20.14]
Space Engineers, a sandbox space construction game that is currently on Steam Early Access, has sold more than 1 million copies.
Console/PC, Indie, Business/Marketing

The most important trait for a game designer is empathy 35
by Gamasutra Community [10.20.14]
"If you donít know how people work, you canít make stuff for people to interact with. The most talented and technical designer that lacks empathy will make something that only he/she can enjoy."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Why anything but games matters 20
by Gamasutra Community [10.20.14]
"A couple months ago, I was talking to a friend in technology media. 'Sometimes I wonder why Iím in tech,' he started saying. He paused for a beat. 'Then I think, at least Iím not in games.'"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Tutorials, tips, and text in Unity  
by Gamasutra Community [10.20.14]
A tutorial on coding text and tips that aren't obtrusive: "any text or tips appear or disappear from non-intrusive areas of the screen at various times, and will never pause or slow down the game."
Console/PC, Smartphone/Tablet, Indie, Programming

Honey, we need to discuss your persona problem 14
by Gamasutra Community [10.20.14]
"In short, personas create a more accurate picture of a subset of the audience. Demographics are the broad strokes, while personas are the finer details."
Console/PC

Google Play Games SDK adds local multiplayer  
by Christian Nutt [10.17.14]
Google's game development tools get an upgrade for local matchmaking -- across all platforms supported by its tech.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Get a job: Crystal Dynamics is hiring a Senior VFX Artist  
by Staff [10.17.14]
The developer of the Tomb Raider reboot is looking to hire an experienced visual effects artist to work on AAA projects in a leadership role within its Redwood City, CA studio.
Console/PC, Art, Recruitment

Looting game design gold from Sid Meier's Pirates! 11
by Gamasutra Community [10.17.14]
"I glibly wrote that Pirates! could be the most important game ever made... and at first, I felt this was a ridiculous thought. Later on, I realized that may be right after all!"
Console/PC, Design

New Hampshire indies team up to build a local game dev incubator  
by Alex Wawro [10.17.14]
A group of New England indie developers are working to open Game Assembly, a co-working space and incubator program for game developers in Manchester, New Hampshire.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: John Carmack on engineering Rage 21
by Kris Graft [10.17.14]
In this extensive interview conducted while he was at id, legendary programmer John Carmack reflects on the id Tech 5 engine and his mistakes regarding the evolution of console and PC games.
Console/PC, Programming, Design, Production

Video: Indies, resist the urge to 'juice it or lose it' 3
by Staff [10.17.14]
Independent game maker Folmer Kelly explains why developers might want to avoid the temptation to "juice up" their games, especially when it comes at the expense of player immersion.
Console/PC, Indie, Design, Video, Vault

What we can learn from teens making games 1
by Gamasutra Community [10.17.14]
"It is clear to us at foundry10 that game creation holds incredible value to students, if done right. But what is 'right' when each learner is different?"
Console/PC, Indie, Production, Student/Education