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April 27, 2015
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April 27, 2015
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Video: Creators deliver a classic postmortem of Star Control  
by Staff [04.06.15]
Long-time developers Fred Ford and Paul Reiche III took the stage at GDC 2015 to deliver a candid postmortem on the creation of their seminal Star Control and Star Control II space adventure games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

What really happened to arcades 21
by Gamasutra Community [04.06.15]
"Consoles and the internet are the most common scapegoats for the decline in arcades, but the main reasons actually have much more to do with a business model that makes video arcades unattractive."
Console/PC, Business/Marketing

Enthusiasm, perfectionism, momentum, and failure 3
by Gamasutra Community [04.06.15]
"My biggest mistake was to completely think that I only need to do the business side of it, and let everything else come together by just presenting a plan and let creative talents take over."
Console/PC, Indie, Business/Marketing

How jumping on the MOBA bandwagon can f@!# your company up 20
by Gamasutra Community [04.06.15]
"A fast follower strategy can be a viable tactic. But not when everybody else and their dog is doing it. Developers seem to be in the 'let's make a game like DotA/LoL, just a little different' mindset."
Console/PC, Indie, Business/Marketing

Here we are now, edutain us: Education and games with SpaceChem's Zach Barth  
by Phill Cameron [04.06.15]
We talk to Zach Barth about how making educational games has made him a better game designer, and why it's so hard to make educational games in the first place.
Console/PC, Indie, Design, Production, Business/Marketing

The most famous nobody in the Chinese mobile game industry 2
by Gamasutra Community [04.06.15]
"His marketing methods include posting his own naked photos, flirting with girls, and of course, narrating his special experience. As a bad result, Raven is cursed by some people as a scumbag."
Smartphone/Tablet, Business/Marketing

Does Paula Deen's new mobile game infringe on an artist's copyright? 14
by Gamasutra Community [04.06.15]
"Reports are indicating that the depiction of Deen in her game may be a potential copyright infringement. The caricature of Deen is a little too close to artist Jerrod Maruyama’s drawing of her."
Smartphone/Tablet, Indie, Art, Business/Marketing

Students can now apply for the 2015 AIAS game industry scholarships  
by Alex Wawro [04.03.15]
Heads up, budding game devs: the Academy of Interactive Arts & Sciences has begun accepting applications from students seeking to claim the organization's Randy Pausch and Mark Beaumont scholarships.
Console/PC, Business/Marketing, Student/Education

Video: Leading players astray with unexpected stories in 80 Days 1
by Staff [04.03.15]
As part of the GDC 2015 Independent Games Summit, 80 Days writer Meg Jayanth spoke about how stories in games are uniquely able to engage, surprise, delight and discomfit players.
Indie, Design, Video, Vault

Don't Miss: How to design effective achievements for your game Exclusive 31
by Lucas Blair [04.03.15]
In this classic feature, PhD researcher and game designer Lucas Blair uses academic research to formulate tips and best practices for designing your in-game achievements.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Get a job: Telltale seeks a Cinematic Artist  
by Staff [04.03.15]
Got a passion for crafting great cutscenes? The folks responsible for The Walking Dead are looking for an experienced cinematic artist to join the team at Telltale's San Rafael, CA office.
Art, Recruitment

Steam Spy aims to make it easy to estimate sales for all Steam games 10
by Alex Wawro [04.03.15]
There's a new tool taking shape that aims to make it easier for people to keep tabs on Steam stats like owners and average playtime: Steam Spy, a side project launched by programmer Sergey Galyonkin.
Console/PC, Business/Marketing

Crazy glitches in triple-A games, and how you might fix them 8
by Gamasutra Community [04.03.15]
A host of triple-A glitches, arranged in categories: rendering and complex technology plugins, programming AI and physics, and networking -- with some potential fixes.
Console/PC, Programming

Blog: Don't monetize your (first) games 23
by Gamasutra Community [04.03.15]
"After I have become skilled enough, built a name for myself and the team, had built games that lots of people played and enjoyed -- then I'll be able to monetize."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Experiments in creating systems for storytelling 6
by Gamasutra Community [04.03.15]
"If you can represent something in that format, you can design and implement a game out of it. And if you can represent anything in that format, you can make a game out of anything."
Console/PC, Indie, Programming, Design

Technical postmortem: Bringing Octodad to life  
by Gamasutra Community [04.03.15]
From character modeling to dealing with deploying on multiple platforms, this exhaustive technical postmortem gives you a look at what it took to make Dadliest Catch.
Console/PC, Indie, Programming

The butterfly effect, or: Fighting floating-point problems 7
by Gamasutra Community [04.03.15]
"As long as the initial starting positions of all the parts were the same then the contraption should always run exactly the same. This is where the floating point problem came into play."
Console/PC, Indie, Programming

Tips for how to design and develop free-to-play games 1
by Gamasutra Community [04.03.15]
"The way to conceive and plan the design of a free-to-play game is quite different than for other game models. We’d like to offer the following tips on how to make your games attractive so you can monetize them."
Smartphone/Tablet, Indie, Design, Production

Blog: It all starts with (good) intentions 1
by Gamasutra Community [04.03.15]
"Whether you call them guidelines, pillars, objectives, or mantra, it is the long-term vision, the global idea of what you want to do with your project. You should keep it to the essential."
Indie, Design

Charting Out There's long and difficult journey to completion 7
by Gamasutra Community [04.03.15]
The acclaimed space game took its development team on a rough ride. This candid diary-style postmortem takes you from before its conception up through its completion and release.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing