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April 16, 2014
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April 16, 2014
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Updates » Programming
School of Dragons postmortem: Juggling PC and mobile dev on an MMO  
by Gamasutra Community [04.16.14]
An in-depth look back at the development of School of Dragons, with an eye toward production process and live services -- and challenges hit when the game changed platforms during development.
Programming, Design, Production

GDC Europe 2014 opens registration, continues call for papers  
by GDC Staff [04.16.14]
You can now register early at a discounted rate to attend this year's GDC Europe, which will be held in Cologne, Germany August 11-13. Also, you still have time to submit talk proposals for the show.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, GDC Europe

Blog - Building it big: Hundreds of billions of worlds 2
by Gamasutra Community [04.14.14]
"I decided it would be an MMO, I'd work on it alone, and we would have the entire Milky Way modeled in the game, as closely as we could."
Console/PC, Indie, Programming, Design

Crafting To Leave, an autobiographical indie game from Ecuador Exclusive 2
by Alex Wawro [04.14.14]
Upcoming indie puzzle-platformer To Leave was built a team of student developers, and purports to be the first PSN game based on original IP to ever come out of Ecuador.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Exclusive, Video

Postmortem: Touchscreen ninja action game Shadow Blade 6
by Gamasutra Community [04.14.14]
"The main design goal for Shadow Blade was to create a platformer for mobile devices that would embrace touch controls as much as possible."
Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

But is it hot? Design challenges for sex in games Exclusive 28
by Leigh Alexander [04.14.14]
A panel at Different Games convened designers working on expressing intimacy, sexuality and diversity in games to talk about ways to confront common design challenges, and evolve the role sex plays in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

Blog: OpenFL & Haxe, a bumpy start 16
by Gamasutra Community [04.11.14]
OpenFL is cool. Haxe is cool. Open source is cool. My impression with Haxe is that, the road is going to be bumpy, but it's still a good technology for developing for both Windows and Flash.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Get a job: Linden Lab is looking to hire a Lead Engineer  
by Staff [04.10.14]
Second Life developer Linden Lab seeks a lead engineer to join the team in San Francisco working on the company's mobile game Blocksworld.
Social/Online, Smartphone/Tablet, Programming, Production, Recruitment

For CCP, virtual reality is EVE's next frontier 1
by Christian Nutt [04.10.14]
CCP's goal is "to create virtual worlds more meaningful than real life," and by working closely with Oculus and Sony to shape the future of VR, says exec David Reid, it can get there.
Console/PC, Programming, Business/Marketing

Deploying Unreal Engine 4 to the new Amazon Fire TV 6
by Gamasutra Community [04.10.14]
I got a hold of an Amazon Fire TV this week, and wanted to see what it would take to get Unreal Engine 4 running on the device. Here’s how I went about it and what I learned during the process.
Console/PC, Indie, Programming, Microconsole

Getting to grips with shaders: A programming primer 7
by Gamasutra Community [04.09.14]
Many developers "wish they could wrap their head around shaders. Shaders always seem to solve a lot of problems, and often are referenced as to the solution to the task at hand."
Console/PC, Smartphone/Tablet, Indie, Programming

Ryan Payton and the infinite Republique Exclusive  
by Leigh Alexander [04.09.14]
When Ryan Payton began his $500,000 crowdfunding campaign for an episodic, high-end stealth game for iOS, the market for AAA-like games on iOS, let alone episodic ones, hadn't yet been proven.
Smartphone/Tablet, Programming, Art, Design, Exclusive

Blog: Scaling up analytics in time for Goat Simulator's launch  
by Gamasutra Community [04.08.14]
"We knew Goat Simulator was going to be big. We have had to do a bit of scrambling to keep up with the traffic... I wanted to share some of the principles we used to prepare our service for the onslaught."
Console/PC, Indie, Programming

Video: #1ReasonToBe panel inspires standing ovation at GDC 2014 3
by GDC Staff [04.07.14]
GDC 2014 saw the triumphant return of one of the conference’s most popular sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Blog: Building for Linux, the smart way 6
by Gamasutra Community [04.07.14]
"I've been exposed to the Unix philosophy, coding practices and general way of things for just under 10 years. I'd like to share some of the less obvious tricks I've put up my sleeve -- this time regarding the build system."
Console/PC, Indie, Programming


GameSpy ceasing all hosted services this May 10
by Christian Nutt [04.03.14]
The once-popular online services provider, now part of Glu Mobile, stopped hosting new games for third parties earlier this year. Now, everything's going down.
Console/PC, Programming, Business/Marketing

Q&A: The retrofuturistic aesthetics of Read Only Memories Exclusive  
by Kris Ligman [04.03.14]
Gamasutra catches up with the developers behind upcoming adventure game Read Only Memories, which recently demoed at San Francisco's Game Developers Conference.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, Microconsole

Shipping on time 2
by Gamasutra Community [04.03.14]
"How do we, as obsessive, design happy, feature happy, develop happy engineers actually ship something?" This blog post explains -- in detail.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Production

Blog: Lessons learned from an 8-hour game jam  
by Gamasutra Community [04.03.14]
A quick list of lessons learned creating a Unity platformer in 8 hours for the Rezzed game jam: "honestly, I think in 8 hours we still came up with something great."
Social/Online, Smartphone/Tablet, Programming, Production, Business/Marketing