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March 28, 2015
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Blog: MonoGame steps away from XNA for good 11
by Gamasutra Community [03.20.15]
"This is an epic milestone as MonoGame finally realizes its dream of journeying beyond the realms of what XNA had to offer and is building capabilities that never existed before in XNA."
Console/PC, Smartphone/Tablet, Indie, Programming

Tips for using pre-visualisations in game development  
by Gamasutra Community [03.20.15]
"Pre-vis lets us plan ahead of time these elements which makes people want to cycle through game modes, or watch that trailer a second time."
Console/PC, Smartphone/Tablet, Indie, Art

Catching attention at expos as a no-name developer 5
by Gamasutra Community [03.20.15]
A look back at a successful showing at The Indie MIX event during GDC week in San Francisco -- including being named "biggest surprise" by IGN at the event.
Indie, Business/Marketing

Creating the right kind of horror game music 1
by Gamasutra Community [03.20.15]
"There’s a lot of different ways to go about a great soundscape for a horror game. Most importantly, decide how to move forward with the design of the project."
Console/PC, Smartphone/Tablet, Indie, Audio

More carrot, less stick: Jeffrey Lin on tweaking League of Legends player behavior 11
by Christian Nutt [03.20.15]
League of Legends can't seem to shake its reputation for toxicity -- but it can make substantial changes to player behavior, as part of a ongoing campaign for change in the community.
Console/PC, Business/Marketing

Obituary: Counter-Strike: GO developer Jesse Bright 1
by Christian Nutt [03.19.15]
Programmer who did "great work" on that game and Age of Empires II: HD Edition has passed away, Gamasutra has learned.
Console/PC, Business/Marketing

Layoffs strike Driveclub developer Evolution Studios  
by Alex Wawro [03.19.15]
An unspecified number of employees at the venerable U.K.-based Evolution Studios will lose their jobs as the developer restructures to focus on maintaining its Driveclub racing game as a service.
Console/PC, Business/Marketing

Get a job: Digital Extremes is hiring an Effects Artist 1
by Staff [03.19.15]
Based out of Canada, the house responsible for Warframe is looking for an experienced visual effects artist to work on upcoming projects alongside the team in its London, Ontario studio.
Console/PC, Art, Recruitment

Report: Kojima on the outs with Konami amid corporate reshuffle 24
by Alex Wawro [03.19.15]
Update Hideo Kojima's name has been removed from Metal Gear Solid V ads and his studio, Kojima Productions, seems to have been subsumed into Konami amid a reorganization of the company.
Console/PC, Business/Marketing

How we got players hooked at PAX: By handing out Steam keys 5
by Gamasutra Community [03.19.15]
These devs gave out 1,700 Steam keys at PAX: "For the attention it got us ... we definitely think it was worth it. We actually saw a lot of people stop by in curiosity."
Console/PC, Indie, Business/Marketing

Don't Miss: Rethinking the trinity of MMO game design 55
by Brian Green [03.19.15]
In this classic feature, designer Brian Green pulls at the MMO trinity -- Tank/Healer/DPS -- to examine whether this pillar of combat design can be pulled apart, modified, or fundamentally changed.
Console/PC, Social/Online, Design

Nexon and Square Enix team up to make Final Fantasy XI mobile  
by Alex Wawro [03.19.15]
Japanese company Square Enix is working with Nexon Korea to develop a mobile version of its long-running MMORPG Final Fantasy XI that it hopes to bring to market in 2016.
Smartphone/Tablet, Business/Marketing

Going indie: The rocky road to Patchmania 8
by Gamasutra Community [03.19.15]
From EA to apps to indie: "In the end, Patchmania took two years to develop, and remains 100% indie and self-funded, with the core team members working solely for profit share."
Smartphone/Tablet, Indie, Business/Marketing

7 questions to ask yourself when monetizing a mobile game 4
by Gamasutra Community [03.19.15]
Chartboost CEO and co-founder Maria Alegre offers answers to "the key seven questions" that "every dev must ask in order to effectively monetize mobile games."
Smartphone/Tablet, Business/Marketing

Tips for fledgling game composers  
by Gamasutra Community [03.19.15]
Tips for composers looking to build their career and skill set -- from veterans who've worked on games like God of War, League of Legends, and Rayman Origins.
Console/PC, Audio

Depth versus complexity: A design analysis of Ikaruga and Radiant Silvergun 13
by Gamasutra Community [03.19.15]
An in-depth design analysis of Treasure's twin shooter classics -- one that gets to the heart of the question: "What tools do we have to evaluate depth and complexity?"
Console/PC, Design

Eight-year-old Xbox 360 class action suit rises from the grave  
by Christian Nutt [03.18.15]
Appeals court rules that a case against the company, originally filed in 2007 and which alleges that Xbox 360 systems scratched discs, was improperly dismissed.
Console/PC, Business/Marketing

The UK's new budget includes two funds for game studios 5
by Christian Nutt [03.18.15]
A Prototype Fund designed to help game startups get off the ground and the Skills Investment Fund, which provides matching funds for training initiatives both made it in.
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing

Video: Improving romance in games with rivalry and respect  
by Staff [03.18.15]
During the GDC 2014 Narrative Summit, writer Chris Dahlen took to the stage to explore new models of building affinity between your characters that introduce more surprise, tension and challenge.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Get a job: Vicious Cycle seeks a Tools/Engine Programmer  
by Staff [03.18.15]
The studio responsible for Robotech: Battlecry is looking to bring on an experienced programmer to develop tools and engine tech alongside the team in its Morrisville, North Carolina office.
Console/PC, Programming, Recruitment