Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
April 28, 2015
PR Newswire
View All






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


Unity devs: Blizzard's former chief creative might pay you a visit 2
by Alex Wawro [04.22.15]
Almost a year after quitting his position as Blizzard's chief creative officer, the former World of Warcraft frontman is taking a speaking tour of Unity studios and developer conferences.
Console/PC, Business/Marketing

How I optimized my HTML5 game from the start of development 1
by Gamasutra Community [04.22.15]
"I wanted the game to be playable on mobile, but making a game with so many enemies, large maps and full of effects was hardly compatible with current mobile devices, unless it was optimized from the start."
Smartphone/Tablet, Indie, Programming

Exploring the golden cohort: Your best free-to-play users 7
by Gamasutra Community [04.22.15]
"The results have shown that your Golden Cohort players will: Spend more in terms of frequency of transactions and be prone to spending on the more expensive items in the store."
Smartphone/Tablet, Business/Marketing

Fixing Unity's tendency for object coupling: The MessageBus 18
by Gamasutra Community [04.22.15]
"Unity forces coupling straight from their first tutorial. Thatís absurd. In order to solve this, weíve created a Messaging system that allows objects to broadcast messages when events happen."
Console/PC, Smartphone/Tablet, Indie, Programming

Video blog: Games, puzzles, and contests 2
by Gamasutra Community [04.22.15]
Designer and lecturer Lewis Pulsipher runs down the distinctions: "pure games never have always-correct solutions to the whole game" while "you cannot lose to a puzzle, though you may give up."
Console/PC, Smartphone/Tablet, Indie, Design

Progression control in SimCity BuildIt: A design analysis 5
by Gamasutra Community [04.22.15]
"The means of controlling the progression in SimCity BuildIt are subtle but very effective. The designers have tuned it in a way to ease the player smoothly into the habit and hobby phase."
Smartphone/Tablet, Design

Blog: We don't keep forgiving Double Fine 11
by Gamasutra Community [04.21.15]
Indie dev Rob Fearon: "'Why do we keep forgiving Double Fine?' is a question someone asked, in all seriousness, on a website today. The answer is, weirdly enough, we don't."
Console/PC, Indie, Business/Marketing

Lionhead chief moves to oversee Xbox, HoloLens game dev at Microsoft  
by Alex Wawro [04.21.15]
With Phil Harrison leaving Microsoft, the company has moved Lionhead chief John Needham to Redmond to assist Microsoft exec Kudo Tsunoda in overseeing internal development of Xbox and HoloLens games.
Console/PC, Business/Marketing

Get a job: Retro Studios seeks a Concept Artist  
by Staff [04.21.15]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is looking to hire a concept artist to work alongside the art team in Retro's Austin, TX office.
Console/PC, Art, Recruitment

Blog: Shader cross compilation and Savvy, the smart shader cross compiler  
by Gamasutra Community [04.21.15]
"We either write every single shader program twice or find a way to convert from one language to the other. This is easier said than done." Here's a solution.
Console/PC, Indie, Programming

Don't Miss: The stories behind the sound design of Journey 14
by Steve Johnson [04.21.15]
How did one person create the expressive audio canvas of Thatgamecompany's acclaimed indie game? Sound designer Steve Johnson explains -- and presents isolated samples so you can listen to his work.
Console/PC, Audio

Report: Layoffs strike Disney's Club Penguin 5
by Alex Wawro [04.21.15]
Disney Interactive has reportedly laid off a number of people who work on its decade-old MMO game/world Club Penguin this week across offices in Los Angeles, England and Canada.
Social/Online, Business/Marketing

How to simulate a CRT, for indie games that really look retro 18
by Gamasutra Community [04.21.15]
Retro games were never as clear and clean as you'd think from playing today's modern indie games. This step-by-step how-to explains the whys and hows of making neo-retro look retro.
Console/PC, Indie, Programming, Art

Balancing Gunsport: The trouble with asymmetry  
by Gamasutra Community [04.21.15]
"The toughest thing about making Gunsport is ensuring that asymmetric gameplay is fair. That is to say, making sure matchups allow for any team to win across equivalent experience levels."
Console/PC, Indie, Design

The problem with flow 3
by Gamasutra Community [04.21.15]
"Games arenít autopilot for happiness. That doesn't exist. They reveal life by giving it a basis for comparison. A fish doesnít know itís in water until you snatch it out."
Console/PC, Smartphone/Tablet, Indie, Design

Pay-To-Flay: Examining microtransactions in Mortal Kombat X Exclusive 30
by Alex Wawro [04.21.15]
F2P monetization mechanics are seeping into premium game design, and with Mortal Kombat X selling "Easy Fatality" consumables, Gamasutra asks: how do you monetize without compromising game design?
Console/PC, Design, Business/Marketing, Exclusive

A quick guide to public funding for Finnish devs  
by Gamasutra Community [04.21.15]
"Iím writing about learnings in applying for public funding, what kind of money sources we have tapped into at Epic Owl and what surprises we have encountered."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Kabam pivots toward China with hopes of a $1 billion game 1
by Christian Nutt [04.20.15]
The San Francisco mobile studio which took a major investment from Alibaba is shedding a small portion of its staff and developing far fewer games -- with bigger ambitions.
Smartphone/Tablet, Business/Marketing

Top 25 game companies generate 65% of revenue, as industry grows 10% 4
by Christian Nutt [04.20.15]
A new report from research firm Newzoo shows China's Tencent coming out on top for 2014 -- it's the largest game company. EA leapfrogged its rival Activision, too, this year.
Console/PC, Smartphone/Tablet, Business/Marketing

Get a job: NetherRealm seeks an experienced Cinematic Artist  
by Staff [04.20.15]
The makers of Mortal Kombat X are looking for an experienced artist to join the team at NetherRealm's Chicago, IL studio to focus on creating in-game cinematics.
Console/PC, Art, Recruitment