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July 1, 2015
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Updates » Console/PC
Video: Larian's lessons learned making Divinity: Original Sin 3
by Staff [06.12.15]
Studio founder Swen Vencke speaks to Larian's experience of becoming an independent, self-publishing company after 15 years of working with publishers in this Divinity: Original Sin postmortem.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Google challenges Twitch with new YouTube Gaming site/app combo 1
by Alex Wawro [06.12.15]
Google further pushes YouTube as a Twitch competitor with the impending summer launch of YouTube Gaming, a dedicated website/app that aims to showcase both recorded and livestreamed game videos.
Console/PC, Business/Marketing

Don't Miss: Learning to love handicaps in competitive games 27
by Keith Burgun [06.12.15]
Rubberbanding and randomness can level the playing field in competitive games, but they also cause problems. In this 2013 feature, designer Keith Burgun examines handicaps as a design alternative.
Console/PC, Design

Arc System Works picks up Double Dragon, Kunio-Kun IP rights  
by Christian Nutt [06.12.15]
The creator of the Guilty Gear series has taken over all the Technos Japan IP -- one which it's been very closely associated with in recent years.
Console/PC, Business/Marketing

Your games can now get buzz on Product Hunt's dedicated game hub  
by Alex Wawro [06.12.15]
The startup, which sees users submitting and discovering new tech products by an upvote system, has long been a darling of the tech community and is now branching into games with a dedicated game hub.
Console/PC, Indie, Business/Marketing

10 things you should know about ... leads and managers 11
by Gamasutra Community [06.12.15]
A list of insights into the minds of leads and managers -- part of an ongoing series of blog posts about what your coworkers are "really" thinking.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing

Is your game mystery or suspense? 4
by Gamasutra Community [06.12.15]
"Every game is either mystery or suspense. These are not genres, they’re ways of handling information. Mystery is a search, suspense is a way to execute."
Console/PC, Indie, Design

Thoughts on the design of Dark Souls 8
by Gamasutra Community [06.12.15]
"I've wanted to write about Dark Souls for a while - in part because of the strong feelings I have about the game, but mostly because people aren't talking about the things that seem the most prominent to me."
Console/PC, Design

The essence of Splatoon, and what it gets right Exclusive 11
by Christian Nutt [06.12.15]
Gamasutra's Christian Nutt explains what makes Splatoon work -- a peek into the design of a shooter that confounds expectations by breaking genre norms and working all the better for it.
Console/PC, Design, Exclusive

Epic releases Unreal Engine 4.8, with VR tech  
by Christian Nutt [06.11.15]
Today Epic Games has released the latest version of its engine -- which includes an array of improvements for working with VR tech, and the A Boy and His Kite demo from GDC.
Console/PC, Smartphone/Tablet, Programming, Video

Don't Miss: Carmack, Luckey, Binstock and Abrash debate VR's future 3
by Christian Nutt [06.11.15]
Back in 2014, Oculus' biggest visionaries gathered to discuss -- and debate -- the future of virtual reality technology. This record of their discussion is worth going back to watch.
Console/PC, Programming, Design, Business/Marketing

Devs react: Oculus debuts consumer Rift, teases motion controller 3
by Alex Wawro [06.11.15]
In the immediate wake of Oculus debuting its consumer Rift, it seems many developers are more interested in the prototype Oculus Touch motion controller teased by Palmer Luckey at the end of the show.
Console/PC, Business/Marketing

Oculus debuts Rift consumer version -- and a Microsoft partnership 20
by Alex Wawro [06.11.15]
At its inaugural press conference today Oculus showcased the commercial version of its Rift VR headset, promised a $10 million fund for indie VR devs -- and announced a partnership with Microsoft.
Console/PC, Business/Marketing

This is what Oculus' prototype motion controller looks like 4
by Alex Wawro [06.11.15]
Palmer Luckey briefly took the stage at Oculus' press conference today to close out the show with "one more thing" -- a presentation on the Oculus Touch, Oculus' first publicly-announced controller.
Console/PC, Business/Marketing

Overcoming struggles in playtesting 2
by Gamasutra Community [06.11.15]
Three big questions answered: "Here are some of the struggles my developer friends and I have had with playtesting, and how we deal with them."
Console/PC, Indie, Design, Production

Watch Oculus' first press conference right here at 10 AM Pacific  
by Alex Wawro [06.11.15]
Oculus is hosting its first press conference today in San Francisco at 10 AM Pacific, and they're streaming it out to the world. Watch it here right now.
Console/PC, Business/Marketing, Video

Speaking to the dev behind Solomon's Key and other classic Tecmo games 2
by Gamasutra Community [06.11.15]
Replete with original art and comprising multiple interviews with developer Michitaka Tsuruta, this is an in-depth look at 1980s classics from Tecmo, including Solomon's Key and Bomb Jack.
Console/PC, Art, Design, Production, History

Come to GDC Europe for cutting-edge studio leadership advice  
by Staff [06.11.15]
GDC Europe 2015 is coming up fast, so conference officials are highlighting two can't-miss sessions that delve into how you can train new leaders for your studio -- or eliminate the idea of studio leadership entirely.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing, GDC Europe

The design of Assassin's Creed: Creating a flow state 2
by Gamasutra Community [06.11.15]
"Ubisoft games have been observed to share a lot of game mechanics. The formula gradually evolved through the years but took its roots in the first open-world title of the company, Assassin's Creed."
Console/PC, Design

Creating a successful Kickstarter campaign: The copy, the rewards, and the ask 4
by Gamasutra Community [06.11.15]
"Be honest, use your brain, do the groundwork. Consider the whole picture when thinking about rewards and the Ask. It’s really easy to get caught up in the micro and not be thinking about what happens after you fund."
Console/PC, Indie, Business/Marketing