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May 2, 2016
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Updates » Console/PC
What it means to grow up under the influence of Minecraft 2
by Alex Wawro [04.14.16]
"They think theyíre just playing a game, but they have to solve some of the hardest problems facing humanity," a social scientist told the New York Times.†"They have to solve the tragedy of the commons."
Console/PC, Social/Online, Indie, Design

Organizing and reporting on unstructured Steam data  
by Gamasutra Community [04.14.16]
"Having your (impressions and visits) data structured over time is really useful, because it will help you to view what are the underlying trends in your data. Furthermore, you can supplement this data-set with sales data."
Console/PC, Indie, Business/Marketing

How League of Legends dev Riot is using science to create safer online spaces  
by Chris Kerr [04.14.16]
"Everybody you talk to thinks of the internet as this hate-filled place. Why do we think that's a normal part of gaming experiences?"

Registration is now open for GDC Europe 2016!  
by Staff [04.14.16]
Game makers, take note: You can now register early at a discounted rate to attend this year's GDC Europe, which will once again be held in Cologne, Germany August 15th and 16th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Blog: Why teaching about visual design will help character artists  
by Gamasutra Community [04.14.16]
"If master digital sculptors would mentally synthesize their knowledge about what is driving their designs, in incremental steps, then their preferred visual language would be established as a set of rules."
Console/PC, Art

Breaking down the data behind Shovel Knight's million-selling milestone 7
by Gamasutra Community [04.14.16]
Yacht Club Games' David D'Angelo tells the complete story of the sales stats for indie wunderkind Shovel Knight, including the impact of a retail release, Amiibo sales, and free DLC -- across all platforms.
Console/PC, Indie, Production, Business/Marketing

F1 and Dirt dev Codemasters posts first profit in five years  
by Chris Kerr [04.14.16]
"The transition to the new machines has not been easy and in the last couple of years we have focused on what we are good at."
Console/PC, Business/Marketing

Blog: The cleverness of Warframe's economy 5
by Gamasutra Community [04.14.16]
"Warframe allows its players to trade items and currencies. Including Platinum! Other games would not allow this to happen, saying that the premium currency must be a sterile thing."
Console/PC, Business/Marketing

Blog: Staying content in the game industry 1
by Gamasutra Community [04.14.16]
"Recently I was having a discussion with a couple of game developer friends about the perfect industry role. Inevitably the conversation progressed on to the challenges of staying content and motivated over the course of a project."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, Recruitment

Inside 'La Guilde,' Quebec's new independent development cooperative 10
by Christian Nutt [04.14.16]
We speak to Pascal Nataf, co-founder of new Quebec independent game development cooperative La Guilde, to find out about his organization's place in the industry and its mission.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Sega's hardware boss on the frontier of play and its console history  
by Christian Nutt [04.13.16]
"I think it may be enough just to create an online space for players, and the rest will sort itself out. That may only be a slight exaggeration." - Sega R&D head Hideki Sato, writing in 1998
Console/PC, Business/Marketing

Rust dev Garry Newman defends game's randomly assigned race and gender 18
by Christian Nutt [04.13.16]
"Ultimately the decision comes down to gameplay. We donít believe that letting you choose your race and gender would improve the game." - Rust dev Garry Newman
Console/PC, Indie, Design, Production

Indie RPG hit Stardew Valley sells over a million 2
by Christian Nutt [04.13.16]
Two months on from its debut, the SNES-tinged 2D RPG with farming and romance elements has proved a big hit with fans.
Console/PC, Indie, Business/Marketing

Get a job: Demiurge Studios is hiring a Senior Software Engineer  
by Staff [04.13.16]
Owned by SEGA Networks, Cambridge-based studio Demiurge is on the hunt for an experienced software engineer to take a senior role on development of games for mobile and PC.
Console/PC, Social/Online, Programming, Recruitment

Don't Miss: Understanding the appeal of Dark Souls 28
by Christian Nutt [04.13.16]
In this classic feature, we reflect on what sets the franchise apart -- and, ahead of Dark Souls II, spoke to Namco Bandai to find out how the publisher's approach led to Dark Souls' success.
Console/PC, Design

Console fans are marching toward mobile devices, but they don't spend much 2
by Christian Nutt [04.13.16]
New research from Nielsen suggests that while two-thirds of console fans now also play mobile games, they don't spend much at all on the games.
Console/PC, Smartphone/Tablet, Business/Marketing

The practical challenges of designing a political game about Africa  
by Alex Wawro [04.13.16]
"We are very conscious of the fact that itís basically two middle class white guys, neither of which have been to Africa, making a game about Africa," Democracy 3: Africa dev Cliff Harris told Zam.
Console/PC, Indie, Design

How functional QA works: A quick guide  
by Gamasutra Community [04.13.16]
"If I were to again build a test organization, providing the very best support in each stage of the SDLC, it would look something like this."
Console/PC, Smartphone/Tablet, Production

Shedding light in the dark tunnel of game innovation  
by Gamasutra Community [04.13.16]
"If we look to games that have done something new, at the system level, we can draw lessons that help us approach this difficult challenge. Following is a rubric of four questions that can provide a framework for creating new games."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Rubber bands and chewing gum: How practical effects shaped Doom 1
by Chris Kerr [04.13.16]
"It was what I like to call a little bit rubber band and chewing gum effects. The spider creature was made out of parts I had literally just found at hardware and hobby stores, pieces of tupperware and PVC pipes."
Console/PC, Art, Design