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July 29, 2015
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July 29, 2015
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Come to GDC Europe for VR game design advice from Valve and Sony  
by Staff [07.23.15]
VR experts from Valve and Sony London will be speaking at GDC Europe in Germany next month about what they've learned in developing some of the leading Morpheus and SteamVR games and experiences.
Console/PC, Smartphone/Tablet, Indie, Design

The design behind Bloodborne's Hunter's Pistol 1
by Gamasutra Community [07.23.15]
"'Rigour', Bloodborne seems to be hammering home. 'Strictness'. As you realise that the game expects you to adopt its austerity for yourself, it all becomes clear."
Console/PC, Design

How Mario and The Talos Principle ramp up gameplay intensity 1
by Gamasutra Community [07.23.15]
Design analysis on rising intensity in games, by exploring two very different but well-crafted examples: the classic Super Mario World, and last year's The Talos Principle.
Console/PC, Design

Working with Square Enix Collective before Kickstarter: Was it worth it? 5
by Gamasutra Community [07.23.15]
"We decided to go for it; we all felt like it was a great opportunity to see how potential backers felt about the game, and were anxious to get as much feedback as possible before going into Kickstarter."
Console/PC, Indie, Business/Marketing, Crowdfunding

Learning to love the narrative puzzle 10
by Gamasutra Community [07.23.15]
"We don't need to banish puzzles from our games. They can help us learn more about our world, set up character, and get the player in a specific place. What we need is conscientious and responsible puzzle design."
Console/PC, Smartphone/Tablet, Design

John Smedley steps down as CEO of Daybreak 4
by Phill Cameron [07.23.15]
John Smedley has stepped down as the CEO of Daybreak (formerly Sony Online Entertainment), while remaining at the developer in an unknown capacity.
Console/PC, Business/Marketing

5 ways to be a terrible game designer 26
by Gamasutra Community [07.23.15]
"In the past 9 years or so of practicing design, Iíve messed it up in all of the following ways at some point or another. Here are 5 of the most troublesome yet common ways that we designers screw things up."
Console/PC, Smartphone/Tablet, Indie, Design

Square Enix boss: It takes three releases for a series to take off 9
by Christian Nutt [07.22.15]
You can't judge the potential of a franchise based on just its first game, argues Square Enix president Yosuke Matsuda: there's a "law of third titles."
Console/PC, Design, Business/Marketing

Get a job: Sega Networks seeks a 3D Game Artist  
by Staff [07.22.15]
Sega studio Three Rings Design is hiring artists to work on both in-production and new mobile games alongside the team at its Madison, Wisconsin headquarters.
Smartphone/Tablet, Art, Recruitment

Leap Motion offers devs $50k in prizes for its second annual 3D jam  
by Alex Wawro [07.22.15]
The folks at motion controller company Leap Motion are having another go at encouraging developers to make innovative use of Leap Motion tech this fall via a six-week "3D Jam" with a $50k prize pool.
Console/PC, Design

Don't Miss: A water interaction model for great video game boat physics 13
by Jacques Kerner [07.22.15]
Avalanche Studios senior software engineer Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat" in this meaty programming article.
Console/PC, Programming

A month of ASO experiments for an App Store game  
by Gamasutra Community [07.22.15]
"With my research I have found there are no simple answer, no clear one-time solution, just best practices to implement. Also, ASO does not generate instantaneous results."
Smartphone/Tablet, Business/Marketing

CS:GO pro's doping admission prompts action from eSports org 7
by Alex Wawro [07.22.15]
The ESL is moving to address concerns about performance-enhancing drugs in eSports after a pro player publicly acknowledged that he and his (now former) teammates used Adderall during a tournament.
Console/PC, Business/Marketing

You can now muck with the source code for EA's Amiga hit DeluxePaint 7
by Alex Wawro [07.22.15]
The Computer History Museum has archived source code for the 1986 version of EA's DeluxePaint for Amiga, and with EA's permission it has made the code (all 474 KB of it) free for non-commercial use.
Console/PC, Business/Marketing

The power of abstract thinking for game design 1
by Gamasutra Community [07.22.15]
"Abstracting helps you recognize the forces at play and see the bigger picture. If you perceive a game and its elements only in concrete terms, you can miss out on what makes them work or what makes them engaging."
Console/PC, Smartphone/Tablet, Indie, Design

Survival story: Putting narrative and crafting progression together 1
by Gamasutra Community [07.22.15]
The challenges of storytelling: "By wrapping all of this up into a high-level web tool that anyone in our studio can use we ended up with a perfectly flexible system that allows us to rapidly create."
Console/PC, Indie, Design

GDC Europe and Gamescom partner for first annual Women In Tech Day  
by Staff [07.22.15]
GDC officials are happy to announce a partnership with gamescom to help put on the first annual Women in Tech Day in Cologne, Germany on August 5th, immediately following GDC Europe.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC Europe

Making and selling a platformer on the App Store 11
by Gamasutra Community [07.22.15]
On releasing and selling: Nubs' Adventure: "This covers post-release topics, such as monetization, sales figures and player reception, and noteworthy things I experienced post-release."
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

The effects of a Steam free weekend promotion on Fractured Space 1
by Gamasutra Community [07.22.15]
A wealth of stats and knowledge about a recent 'free weekend' promotion on Steam for Early Access space game Fractured Space: "our regular 1,000 daily active users became just shy of 60,000 at the peak."
Console/PC, Indie, Business/Marketing

Could Dota 2's new mod tools spawn a Dota-killer? Exclusive 4
by Phill Cameron [07.22.15]
We talk to Greg Kasavin of Supergiant games, and Awesomenauts creators Ronimo games about the potential of Dota 2's custom games scene.
Console/PC, Programming, Design, Production, Business/Marketing, Exclusive