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January 31, 2015
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January 31, 2015
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Don't Miss: Game art tips from Rockstar's former art director Exclusive 4
by Kris Graft [01.13.15]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Art, Exclusive

Creating a programming environment for a 'deeply procedural game' 3
by Gamasutra Community [01.13.15]
"There are no tools out there for the kind of deeply procedural game we're working on, and good tooling comprises 90% of what makes the game."
Console/PC, Indie, Programming

Blog: What is 'depth' in video games? 6
by Gamasutra Community [01.13.15]
"There are countless examples where depth is built into games, but players donít understand it or take advantage of it. ... We need an underlying design for depth which is (hopefully) intuitive to the player."
Console/PC, Design

Unreal Engine 4 programming API fundamentals 2
by Gamasutra Community [01.13.15]
A post to demystify: "Unreal Engine 4ís programming API can be quite challenging to tackle if you are new to the programming side of the engine or just new to the engine in general."
Console/PC, Smartphone/Tablet, Programming

Learn to make games smarter at the GDC 2015 AI Summit  
by Staff [01.13.15]
GDC officials highlight a handful of great AI-focused GDC 2015 talks in advance of the deadline for discounted early registration for the show.
Console/PC, Indie, Programming, GDC

The basics of predicting player behavior with analytics 7
by Gamasutra Community [01.13.15]
"The more data the algorithm has access to, the more it understands likelihood, and the more it can tell you how often that guess has turned out right."
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

6 tips for game localization 20
by Gamasutra Community [01.13.15]
"To help myself and other game developers who are considering getting their games localized, I have put this list of Dos and Don'ts together."
Console/PC, Smartphone/Tablet, Indie, Production

Telltale putting 'a lot of energy' into creating new, original IP 2
by Christian Nutt [01.12.15]
The studio behind The Walking Dead is moving into creating its own original IP, newly installed CEO Kevin Bruner confirms to Gamasutra.
Console/PC, Business/Marketing

Kevin Bruner takes Telltale CEO reins, as Dan Connors steps back 2
by Christian Nutt [01.12.15]
After over a decade, co-founder and CEO Dan Connors is stepping down; in his place, co-founder and CTO Kevin Bruner will be assuming the chief executive role. We speak to the execs.
Console/PC, Business/Marketing

Sponsored: Go Procedural - A Better Way to Make Better Games  
by Kim Davidson [01.12.15]
In this sponsored feature, Kim Davidson, President and CEO of Side Effects Software discusses the role procedural software can play in the creation and deployment of game art.
Console/PC, Programming

Get a job: Guild Wars 2 studio ArenaNet seeks a Character Artist  
by Staff [01.12.15]
The developers of Guild Wars 2 are looking for an experienced artist to join the team as a character artist at ArenaNet's Bellevue, WA studio.
Console/PC, Art, Recruitment

Don't Miss: Finding the beat in Crypt of the NecroDancer Exclusive 10
by Ryan Clark [01.12.15]
Brace Yourself Games debuted the rhythm-based roguelike Crypt of the NecroDancer in 2014. Here, creator Ryan Clark shares how he discovered, then carefully tweaked the game's signature beat mechanic.
Indie, Design, Exclusive

Video: How Halfbrick rebooted a 4-year-old game into a top seller 2
by Staff [01.12.15]
As our industry evolves to embrace games with long lifespans, devs have to solve a hard problem: how do you make an old game feel like new? Learn how Halfbrick pulled it off in this GDC talk.
Smartphone/Tablet, Production, Video, Vault

2015: The year we get loading screen mini-games back 23
by Gamasutra Community [01.12.15]
Namco patented the loading screen mini-game after including Galaxian in the release of the first Ridge Racer for PlayStation. 2015 is when that patent expires.
Console/PC, Design, Business/Marketing

Sales figures for Bik, a retro point-and-click adventure 4
by Gamasutra Community [01.12.15]
Did press help or hurt? Did advertising? It's hard to say for this small indie -- but this blog post gives a snapshot of what a small point-and-click adventure can do, revenue-wise.
Console/PC, Indie, Business/Marketing

Design by constraints: Hitman Go postmortem comes to GDC 2015 3
by Staff [01.12.15]
Square Enix Montreal's Daniel Lutz, the Game Director behind Hitman GO, will deliver a design postmortem on the game and its unorthodox design concept at GDC 2015 in March.
Smartphone/Tablet, Design, GDC

Getting Steam Greenlit in 29 days: The journey, the numbers, and the stats 4
by Gamasutra Community [01.12.15]
Aero's Quest had a very a quick trip through the Greenlight system. How did they do it? This blog explains the circumstances and techniques used.
Console/PC, Indie, Business/Marketing

Make time to check out these excellent GDC 2015 Advocacy talks  
by Staff [01.12.15]
GDC officials highlight more great Advocacy track sessions in advance of the deadline for discounted early registration. Once again, Advocacy track talks are open to all GDC 2015 passholders.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC

Anything goes: How Destiny just went free-to-cheat 53
by Gamasutra Community [01.12.15]
"Bungie just signed a carte blanche to all exploits, cheats that will most certainly pop up now on a regular basis. By not reacting at all they removed the incentive for players to play fair."
Console/PC, Social/Online, Design, Business/Marketing

Why you should use R to analyze your game's performance 9
by Gamasutra Community [01.12.15]
"The ability to visualize, analyze and interpret data is a key competency... if you speak to data scientists and statisticians you will generally find that R is their main software of choice."
Smartphone/Tablet, Business/Marketing