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March 31, 2015
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March 31, 2015
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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

Danish studio Full Control gives up making new games, lays off staff 2
by Alex Wawro [03.18.15]
The 11-year-old Danish studio responsible for games like Jagged Alliance: Flashback and Space Hulk has stopped developing new projects and laid off almost all staff after running out of money.
Console/PC, Business/Marketing

Marketing channels for indie devs: A crash course  
by Gamasutra Community [03.18.15]
"We jump right into our Marketing Mix and rate Sales Promotions, Public Relations, Direct Marketing, and Word of Mouth marketing along with some specific tips in using them as game developers."
Indie, Business/Marketing

Don't Miss: Game developer flashcards from Gamasutra readers 8
by Gamasutra Community [03.18.15]
Developers from across Gamasutra's community contributed to this timeless, quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Iwata outlines Nintendo's approach to making mobile games 1
by Alex Wawro [03.18.15]
In an interview with TIME, Nintendo president and CEO Satoru Iwata sheds some light on how Nintendo plans to make mobile games with DeNA and what it thinks about free-to-play vs. premium pricing.
Smartphone/Tablet, Business/Marketing

Making concrete sound just right in Infamous: Second Son  
by Gamasutra Community [03.18.15]
Rev. Dr. Bradley D Meyer, audio director at Sucker Punch, recounts the odd way in which the concrete powers of Infamous: Second Son were conceived and recorded.
Console/PC, Audio

Jeff Minter reportedly engaged in legal fight with Atari over TxK 12
by Alex Wawro [03.18.15]
UPDATE The developer says Atari is acting like a "copyright troll" and blocking him from releasing ports of TxK, pressuring him to remove it from PSN and cease making Tempest-esque games entirely.
Console/PC, Business/Marketing

Blog: What Loom can teach us about game design, 25 years later 4
by Gamasutra Community [03.18.15]
A developer who spent time at Pixar and Disney reflects on how Brian Moriarty's Loom can still teach us practical lessons about how to weave an elegantly simple game with depth and character.
Console/PC, Design

Examining the potential pitfalls of Nintendo making mobile games 32
by Gamasutra Community [03.18.15]
Nintendo is choosing to compete in the bloody red ocean of smart device gaming, rather than creating a new market for itself. Consultant Nicholas Lovell wonders: how will that turn out?
Console/PC, Smartphone/Tablet, Business/Marketing

Being a responsible (and successful) Early Access developer Exclusive 3
by Phill Cameron [03.18.15]
We look into the considerations and responsibilities involved in running and maintaining a successful Early Access game.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Scottish indie Rhizome Games sets up shop in old whisky warehouse  
by Alex Wawro [03.17.15]
Long-serving AAA developer Pete Low has founded a new studio, Rhizome Games, in a converted Scottish whisky distillery warehouse alongside a handful of his fellow ex-AAA game makers.
Indie, Business/Marketing

The relation between video game preferences and career interests 10
by Gamasutra Community [03.17.15]
"Research found that women scored lower than men on spatial abilities, but with training that gap can be bridged. This bridging can also be accomplished through video games."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Get a job: Big Huge Games is hiring a Senior Designer  
by Staff [03.17.15]
Baltimore-based Rise of Nations developer Big Huge Games is looking for an experienced game designer to head up the upcoming worldwide release of its mobile game DomiNations.
Smartphone/Tablet, Design, Recruitment

Don't Miss: Captain Toad and the core of Nintendo game design 24
by Christian Nutt [03.17.15]
What makes the design of a game like Captain Toad special -- what sets it apart? And how does it fit into Nintendo's body of design work? This blog by Christian Nutt offers an answer.
Console/PC, Design