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October 22, 2014
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October 22, 2014
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Porting a PC adventure game to mobile: Struggles with resolution issues  
by Gamasutra Community [10.14.14]
"We cannot just stretch the game scene to fit the device screen, as this will distort the aspect ratio. Game ports with graphics having distorted aspect ratios always look horrible."
Console/PC, Smartphone/Tablet, Indie, Art, Production

Using trophies to check if your monetization is working: A look at Destiny 10
by Gamasutra Community [10.14.14]
"From an outsiders view Bungie/ActiVision's financial fundament seems solid enough; at the moment there is IMO no reason to change any of the things that will keep this boat afloat."
Console/PC, Design, Business/Marketing

With paid coverage, developers share responsibility with YouTubers Exclusive 24
by Mike Rose [10.14.14]
I spoke with Mary Engle, associate director for Advertising Practices at the FTC, about what both YouTubers and publishers should be considering when it comes to disclosure.
Console/PC, Business/Marketing, Exclusive, YouTube

Unity not up for sale, says co-founder and CTO 13
by Christian Nutt [10.13.14]
Rumors have been swelling for over a month that the popular engine provider is on the block -- but one of its founders has taken to its forums to deny a sale.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing

Airships: The beauty of chaos in the clouds Exclusive  
by Mike Rose [10.13.14]
With so many building and crafting games coming out each month, and with many, many more in development, it can be tricky to truly bring something new to the table, that captures attention and rises above the rest.
Console/PC, Business/Marketing, Exclusive, Video

Get a job: Sucker Punch is hiring a Lead Mission Designer  
by Staff [10.13.14]
The folks responsible for InFamous: Second Son are hiring an experienced mission designer to take on a lead role alongside the rest of the Sucker Punch team in the studio's Bellevue, WA office.
Console/PC, Design, Recruitment

Indie economics: A discussion on sustainable business models 1
by Bryant Francis [10.13.14]
What business options are we not considering right now, and what frameworks can be created to enable indie developers to thrive more easily?
Console/PC, Business/Marketing

Don't Miss: Finding fourteen different kinds of 'fun' Exclusive 4
by Pierre-Alexandre Garneau [10.13.14]
We talk a lot about 'finding the fun' - but what does that mean, exactly? Why are some things fun while others aren't, and how can game developers use this understanding to perfect their craft?
Console/PC, Design, Exclusive

Call for participation: The Game Outcomes Project needs your help!  
by Gamasutra Community [10.13.14]
"Currently, thereís little or no actual data on how different factors such as crunch/overtime, production methodologies, or team size impact the success or failure of projects in the game industry. We hope to change that!"
Console/PC, Production

Video: One hour, ten great European indie game design talks  
by Staff [10.13.14]
Watch the first-ever GDC Europe Innovative Games Showcase, a curated exhibition of innovative or experimental games, with 10 microtalks from indie developers about new approaches to design.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Video, Vault

The secret histories of indie games: What was uncovered at IndieCade 2
by Bryant Francis [10.13.14]
In conventional discussions on game history, names like Nolan Bushnell or Hiroshi Yamauchi rise to the top. But in all histories, there are also secret histories.
Console/PC, Indie, Business/Marketing, History

Blog: Unity - King of the web, teacher of children, betrayer of men 21
by Gamasutra Community [10.13.14]
"Bottom line? Unity is an amazingly versatile piece of software whether you are building a prototype or a triple-A title. But it has a rather spotty history when it comes to new deployment platforms."
Console/PC, Indie, Serious, Programming, Production, Business/Marketing

Why I quit the PhD program at MIT to start a game studio 1
by Gamasutra Community [10.13.14]
"Weíve come a long way since the early days of staying up all night to play over instant messenger, but our philosophy remains the same: build the game that WE want to play."
Console/PC, Indie, Production, Business/Marketing

Race and racism in games: Dissecting tech's struggle with racial diversity 46
by Bryant Francis [10.13.14]
On a bright Saturday at IndieCade in Culver City, Shawn Alexander Allen's panel on race and video games began with a shift that would highlight his own points about discussing race and the games industry.
Console/PC, Business/Marketing

Amnesiac heroes: Why are we abandoning game history? 49
by Gamasutra Community [10.13.14]
"There's a reason why those games are considered classics and people still play them today. I promise that it will be a much more interesting (and cheap) experience than buying the latest AAA release."
Console/PC, History

No more fire & ice: Rethinking RPG magic 34
by Gamasutra Community [10.13.14]
"Offhand can you think of any RPG where the first offensive spell you learn is NOT 'Fireball' or something similar? Itís disturbingly difficult."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Future Unfolding studio receives funding from EU, Indie Fund  
by Mike Rose [10.13.14]
Spirits developer Spaces of Play was the latest studio to receive funding from the Indie Fund last month, for its upcoming game Future Unfolding. Now the Berlin-based company has also received monetary backing from the European Union.
Console/PC, Indie, Business/Marketing

The VR One: An affordable, 'open source' VR headset solution 3
by Mike Rose [10.13.14]
German optics manufacturer Carl Zeiss is the latest company to jump on the virtual reality headset bandwagon, although the company is focusing on providing a headset that is more open than the competition.
Console/PC, Business/Marketing

Maintaining quality of life as a game developer, entrepreneur, and parent 8
by Gamasutra Community [10.13.14]
"According to the IGDA Developer Satisfaction Survey, 70% of respondents do not have children. Are we sacrificing too much of our family life for our passions and careers as game developers!?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

How our HTML5 roguelike performed on Steam: The numbers 8
by Gamasutra Community [10.13.14]
"Our mission was to make a solid desktop game that would pave the way for our next project, and help our studio thrive. Letís examine the numbers to see how we did."
Console/PC, Indie, Business/Marketing