Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 27, 2015
arrowPress Releases
January 27, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Frontier Developments lays off staff as it launches new franchise  
by Alex Wawro [01.26.15]
Elite: Dangerous developer Frontier Developments has laid off at least fifteen people as it refocuses development operations from its satellite studio in Halifax to its headquarters in Cambridge.
Console/PC, Business/Marketing

We want your Global Game Jam blogs!  
by Christian Nutt [01.26.15]
This past weekend, the Global Game Jam took place across over 500 sites around the world. Were you a participant? Blog about your experience and your game!
Console/PC, Smartphone/Tablet, Indie, Production

Does your mobile game or website comply with this new California law? 3
by Gamasutra Community [01.26.15]
"The new law requires these services to provide a mechanism by which minors can remove any information or content that they have posted on that service themselves (with a few exceptions)."
Social/Online, Smartphone/Tablet, Indie

Get a job: Be a UX Designer for Treyarch/Activision  
by Staff [01.26.15]
Activision-owned Treyarch is looking to bring on a user experience designer who can help build compelling, accessible interfaces for its games alongside the team in its Santa Monica, CA studio.
Console/PC, Art, Recruitment

Video: How Amplitude Studios tackles community-driven development  
by Staff [01.26.15]
At GDC Next 2014, Amplitude Studios' Jeff Spock spoke about how the studio practices open development by involving its fans, as well as the positive and negative lessons learned.
Indie, Business/Marketing, Video, Vault

Freelancers, contractors, and consultants don't work for free! 1
by Gamasutra Community [01.26.15]
A quick guide to working with outside collaborators: "Doing those 3 things above shows that you are a professional with a low budget, not a disillusioned idea person looking for free or cheap labor."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Don't Miss: David Cage's Indigo Prophecy postmortem 3
by David Cage [01.26.15]
In this classic 2006 Game Developer Magazine article, Indigo Prophecy/Fahrenheit creator David Cage writes candidly about what went right -- and wrong -- during the game's development.
Console/PC, Design, Production

Patton's final battle: Publicity rights of deceased celebrities in games  
by Gamasutra Community [01.26.15]
An in-depth blog post from attorney Dan Rogers covering how General George S. Patton's estate has sued a San Francisco-based game developer, and the grounds the legal challenge rests on.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Learn how to make your game just completely hilarious at GDC 2015  
by Staff [01.26.15]
"Watch William Pugh desperately attempt to deconstruct The Stanley Parable to find an excuse for its success. Be amazed as he lists pre-prepared top tips for making your game funny" at GDC 2015.
Indie, Design, GDC

Postmortem: Space combat and trading sim Starpoint Gemini 2 3
by Gamasutra Community [01.26.15]
Mario Mihokovic, CEO at Croatia's Little Green Men Games, writes about what went right, wrong, and key takeaways from the development of space sim Starpoint Gemini 2.
Console/PC, Indie, Production, Business/Marketing

GDC 2015 partners with iam8bit to showcase the 'Wheel of Whimsy'  
by Staff [01.26.15]
For the fifth year running, iam8bit will delight GDC attendees with an interactive exhibit on the show floor. This time it's the Wheel of Whimsy, which is tied to four fun live-action minigames.
Indie, Business/Marketing, GDC

This Week in Video Game Criticism: From Formalism to Femmes Fatale  
by Kris Ligman [01.26.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the continued role of formalism in game studies to a Bayonetta style guide.
Console/PC, Indie, Design

Blog: A design dilemma in prop behavior 3
by Gamasutra Community [01.26.15]
"This turned in to more of a design rant more than a 'lesson learned' post, but one of my motivations for writing this was to hear from other designers how you approach a design challenge like this."
Console/PC, Indie, Design

Unity error fix: Timestamps and assets maps out of sync 16
by Gamasutra Community [01.26.15]
One developer encounters a devastating Unity error: "My work of about three weeks was gone. I couldn’t see anything, I couldn’t do anything at all." Here's how to work around it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Looking back, looking forward with devs of the Independent Games Festival  
by Morgan Ramsay [01.26.15]
Past Independent Games Festival finalists and winners revisit their time in the IGF, and reflect on where they are now.
Console/PC, Smartphone/Tablet, Indie

'If you had to pick one game for aspiring devs to study, what would it be?' 21
by Christian Nutt [01.23.15]
What game teaches you the lessons you need to know to make games? What game really matters -- and why does it matter? We asked our followers.
Console/PC, Indie, Design

DayZ hits 3 million sales after 13 months in Early Access  
by Christian Nutt [01.23.15]
The popular standalone version of DayZ has hit 3 million sales in just over a year -- as the team works to rebuild its engine from the ground up.
Console/PC, Business/Marketing

Get a job: Be a Mobile Game Engineer for Sega Networks  
by Staff [01.23.15]
Sega Networks' Three Rings studio is looking for developers with strong backgrounds in mobile and server-side engineering to work on new mobile and live operations games in San Francisco, CA.
Smartphone/Tablet, Programming, Recruitment

Video: Building Glitch City, a Voltron-like indie dev collective  
by Staff [01.23.15]
At GDC Next 2014, indie developers Asher Vollmer, Teddy Diefenbach, Ben Esposito and other Glitch City members discuss their failures and successes in founding an indie dev collective and workspace.
Indie, Business/Marketing, Video, Vault

The development and sales of a niche iOS game: Freediving Hunter 9
by Gamasutra Community [01.23.15]
A quick and cost breakdown, and sales/revenue (with promotional costs factored in) for Freediving Hunter, which has been available on the App Store for 8 months.
Smartphone/Tablet, Business/Marketing