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May 22, 2015
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May 22, 2015
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Virtual game dev: How I learned to love remote workers 5
by Gamasutra Community [05.05.15]
A look at what makes remote working work, and tips on making it work better -- from an experienced dev who worked remotely for a major studio.
Console/PC, Smartphone/Tablet, Production

Apply now to be a volunteer GDC Europe 2015 Conference Associate  
by Staff [05.05.15]
GDC Europe officials are taking volunteer applications for the Conference Associate program from now until May 25th. Volunteers will receive a pass to the Cologne, Germany show in exchange for about 14 hours of work.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

C# memory and performance tips for Unity 17
by Gamasutra Community [05.05.15]
"In the end, this list is not a set of rules set in stone, they're just opportunities. I actually really like Linq, foreach, and other productivity extensions, and use them often."
Console/PC, Smartphone/Tablet, Indie, Programming

The creative influences of Sunset 4
by Gamasutra Community [05.05.15]
Tale of Tales' MichaŽl Samyn writes about building a first-person experience that resonates with his own influences and players: storytelling, love, interior design, and revolution in the 1970s.
Console/PC, Indie, Art, Design

Start testing, already! 2
by Gamasutra Community [05.05.15]
"Unfortunately, it's incredibly easy to put off testing. Do it in sprints of a week or two, gather intel, and you'll have a ton of improvements to your already beautiful baby."
Console/PC, Indie, Production

Six stages of game dev community development 24
by Gamasutra Community [05.05.15]
Vlambeer's Rami Ismail: "Game development communities tend to develop along very similar lines, and at some point Iíve started to mentally organize these community growth thresholds into a model."
Console/PC, Indie, Business/Marketing

Postmortem: Moon Studios' heartfelt Ori and the Blind Forest Exclusive 4
by Thomas Mahler [05.05.15]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Former Call of Duty, Lost Planet developer Spark Unlimited ends game dev  
by Christian Nutt [05.04.15]
The Los Angeles-based studio which last developed Yaiba: Ninja Gaiden Z for Tecmo Koei has shut down according to evidence from across the web.
Console/PC, Smartphone/Tablet, Business/Marketing

PlayStation Now continues rollout to PS3, with Vita not far behind  
by Christian Nutt [05.04.15]
Sony confirms that in less than two weeks, its streaming service will roll out to the PlayStation 3... and is already playable on Vita.
Console/PC, Business/Marketing

5 tips for increasing F2P monetization, from Monster Legends' devs 4
by Gamasutra Community [05.04.15]
"We asked him how indie devs can think about monetization for their mobile game more creatively, and boiled down his words of wisdom into these five tips."
Smartphone/Tablet, Design, Business/Marketing

Get a job: Be a Senior Technical Artist at NetherRealm Studios 1
by Staff [05.04.15]
The team responsible for Mortal Kombat X seeks an experienced technical artist to join the team at its Chicago, IL studio and improve the studio's workflow for creating assets for games.
Console/PC, Art, Recruitment

This War Of Mine and the challenges of making games about war  
by Alex Wawro [05.04.15]
Speaking to The New Yorker, 11 Bit Studios reflects on why This War Of Mine is so unlike all other modern war games, and what burden designers bear for drawing inspiration from real conflicts.
Console/PC, Indie, Design

Android vs. iOS and the YouTuber effect: Mobile sales for Prison Life RPG 13
by Gamasutra Community [05.04.15]
This dev spent a year developing the premium-priced Prison Life RPG 2 for iOS and Android. Was it time well spent? This post offers a dive into the sales numbers and what affected them.
Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: The classic postmortem of Shadows of the Empire 4
by Mark Haigh-Hutchinson [05.04.15]
This classic 1997 postmortem by the late Mark Haigh-Hutchinson, originally printed in Game Developer magazine, goes behind the scenes on early Nintendo 64 title Star Wars: Shadows Of The Empire.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Will Wright tries to design humanity's last game 2
by Staff [05.04.15]
In this 12-minute snippet of the final Game Design Challenge at GDC 2013, high-profile designer Will Wright steps up to the task of designing "the last game that humanity will ever play."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

The shape of the global game market, through 2018  
by Gamasutra Community [05.04.15]
Data from Digi-Capital takes a look at the growing slice of the pie mobile games represent in the overall business -- and the impact of Asia on the games market -- through 2018.
Smartphone/Tablet, Business/Marketing

Using frame data to aid asymmetrical balance in fighting games 1
by Gamasutra Community [05.04.15]
"Balancing any game can be a difficult, time-consuming task. I theorize that Battle High's balance could have been better had I approached it from the standpoint of well-designed frame data as early as possible."
Console/PC, Indie, Design

This Week in Video Game Criticism: From Bloodborne to Dracula  
by Lana Polansky [05.04.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Lana Polansky on topics ranging from the development scenes of Saudi Arabia and Russian-occupied Crimea to the literary underpinnings of From Software's Bloodborne.
Console/PC, Indie, Design

Not every game has to be free-to-play 3
by Gamasutra Community [05.04.15]
"What I am saying is, 'Not every game has to be F2P'. Some games, like Monument Valley by ustwo or Year Walk by Simogo, are built as experiences focused on immersion."
Smartphone/Tablet, Business/Marketing

GDC Europe 2015 calls for Innovative Games Showcase submissions  
by Staff [05.04.15]
GDC Europe 2015 organizers have opened call for submissions to the second annual European Innovative Games Showcase at the Cologne, Germany show this August.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe