Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 30, 2015
arrowPress Releases
May 30, 2015
PR Newswire
View All






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


Our recipe for mobile success: A Restaurant Story 2 mini-postmortem  
by Gamasutra Community [05.13.15]
"Why would someone play this game? That question sounds simple, but to answer it you need to understand who your players are -- and thus what motivates them to pick up a game."
Smartphone/Tablet, Design, Business/Marketing

6 musts for a perfect platformer, from the Yooka-Laylee team 9
by Playtonic Games team [05.13.15]
Yooka-Laylee is a Kickstarter smash, coming as it does from a team of Rare veterans. With that in mind, Gamasutra asked for platformer development wisdom from the team.
Console/PC, Indie, Programming, Art, Design

The true power of Monster Strike: $3.8 million a day 3
by Christian Nutt [05.12.15]
The Japanese mobile hit is raking in the millions -- and there's more potential for the game to expand dramatically.
Smartphone/Tablet, Business/Marketing

Gree shuts down Vancouver studio  
by Christian Nutt [05.12.15]
The shifting mobile market makes it tough to keep things going for the once-invincible Japanese giant, the company's Western COO writes.
Smartphone/Tablet, Business/Marketing

Get a job: Gearbox Software seeks an Art Director  
by Staff [05.12.15]
The Borderlands series developer is looking for an art director to work on an "exciting unannounced project" for current-gen consoles and PC.
Console/PC, Art, Recruitment

Don't miss: The secrets of cloth simulation in Alan Wake 11
by Henrik Enqvist [05.12.15]
Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in Microsoft's horror-thriller Alan Wake.
Console/PC, Programming

2014's biggest retail sellers revealed  
by Christian Nutt [05.12.15]
Ubisoft let slip the biggest retail-selling games in the Western market in its latest results -- no surprises, but it's interesting data nonetheless.
Console/PC, Business/Marketing

With Street Fighter II, 'we wanted to make the greatest game ever'  
by Christian Nutt [05.12.15]
Former Capcom R&D head and Street Fighter II producer Yoshiki Okamoto explains the foundation of that seminal fighting hit -- plus Final Fight history from Akira Nishitani.
Console/PC, Design, History

Ubisoft is working to bring its big brands into virtual reality  
by Kris Graft [05.12.15]
In its quarterly earnings call today, French publisher Ubisoft said it is not only experimenting with virtual reality, but is working on bringing its big-budget brands to VR.
Console/PC, VR

Ubisoft swings to profits, announces latest Assassin's Creed 2
by Kris Graft [05.12.15]
Big-budget franchises and sprawling open world games drove Ubisoft’s annual sales for the year ended March 31, 2015, the company announced today.
Console/PC, Business/Marketing

Square Enix sees profit during transitional year  
by Christian Nutt [05.12.15]
The publisher released fewer major console games, but profits actually rose thanks to that -- as catalog sales and MMO and smartphone games performed well.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Steam Greenlight: The times they are a-changin' 3
by Gamasutra Community [05.12.15]
"The Greenlight process is much different than it was even a year ago. The floodgates are opening, and now mostly anybody can get Greenlit."
Console/PC, Indie, Business/Marketing

Video: Multiplayer brawling with Gang Beasts  
by Staff [05.12.15]
James and Michael Brown from Gang Beasts developer Boneloaf showcase their cheeky multiplayer brawler which features hilarious ragdoll-style physics.
Indie, Design, Video

Navigating levels using environmental narratives 6
by Gamasutra Community [05.12.15]
Using environmental cues to draw the player forward and communicate information: A deep look at the technique, with plenty of examples from notable games.
Console/PC, Design

A conversation with a Twine game  
by eva problems [05.12.15]
In an extract for the book Videogames for Humans, a player has a conversation with the Twine game Rat Chaos, by game creator Winter Lake.
Indie, Design

Contrast and user focus in UI design for an online CCG 3
by Gamasutra Community [05.12.15]
Taking you through the design process: "We ultimately hope users never talk about our user interface in the final production. That is how we will know we succeeded."
Console/PC, Smartphone/Tablet, Art

Game industry deals hit an inflection point  
by Gamasutra Community [05.12.15]
Reflecting on mergers, acquisitions and IPOs: "The next six months could either reset to lower historic average levels, or climb again towards the dizzying heights of 2014."
Console/PC, Smartphone/Tablet, Business/Marketing

Scroll back: The theory and practice of cameras in side-scrollers 16
by Gamasutra Community [05.12.15]
A massive survey of 2D game cameras, covering "challenges, approaches and ... the evolution of their solutions" from the 1980s through the present day.
Console/PC, Indie

Deep inside No Man's Sky 1
by Christian Nutt [05.11.15]
In a new profile of No Man's Sky developer Hello Games, lead developer Sean Murray pulls back the curtain on an intriguing game that hasn't even yet been released.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Video: Katamari Damacy creator rolls into Experimental Gameplay Workshop  
by Staff [05.11.15]
Keita Takahashi, previously of Namco Bandai, visited Game Developers Conference to demonstrate his seminal "object rollup" title at the prestigious Experimental Gameplay Workshop.
Indie, Design, Video