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January 31, 2015
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January 31, 2015
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Video: There and Dad Again, an Octodad: Dadliest Catch postmortem  
by Staff [01.16.15]
At GDC Next 2014, Young Horses cofounders Phil Tibitoski and John Murphy discussed the methods they used to create a successful [joke] game, work better as a team, and learn to love again.
Indie, Design, Production, Video, Vault

Telling stories with gravestones: How Boon Hill raises the dead  
by Kris Graft [01.16.15]
Professional video game and comic writer Matthew Ritter has had a rather unusual obsession, ever since he was a kid: gravestone epitaphs.
Console/PC, Design

GDC poll suggests most game developers still rely on self-funding  
by Staff [01.16.15]
Big VC windfalls and crowdfunding successes make the headlines, but the majority of developers still fund their work using either their company’s existing warchest or their own personal funds.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Alt.Ctrl.GDC alternative input exhibit reveals GDC game lineup  
by Staff [01.16.15]
Out of over 100 submissions, Game Developers Conference 2015 organizers have chosen 15 teams for the return of alt.ctrl.GDC, an on-site exhibit of alternative control schemes and games.
Console/PC, Social/Online, Indie, Business/Marketing, GDC

Blog: Commissioning an artist 10
by Gamasutra Community [01.16.15]
About six months ago I posted on the "job offers" forum that I was looking to hire an artist. I received close to a hundred replies.
Indie, Art

The dangers of 'Chocolate and Peanut Butter' game pitches 6
by Gamasutra Community [01.16.15]
"Successful concept 'A' meets successful concept 'B.' It'll be huge!" Game dev pro Wright Bagwell (Dead Space, FarmVille) talks about game pitches and peanut butter cups.

Blizzard and MIT break down how eSports can evolve at GDC 2015  
by Staff [01.16.15]
At GDC 2015, speakers from Blizzard and MIT Game Lab will reveal how they worked together with modders to rapidly iterate on the observer experience of Starcraft II as an eSport.
Console/PC, Business/Marketing, GDC

Beyond strategy: Catching up with Amplitude Studios and Endless Legend 7
by Leigh Alexander [01.16.15]
We catch up with Amplitude Studios, the versatile and surprising team behind Endless Legend -- a visually-lovely and lifelike strategy experience that goes far beyond the genre's traditional appeal.
Console/PC, Indie, Programming, Design

Balancing multiplayer games: Intuition, iteration and numbers 3
by Gamasutra Community [01.16.15]
As games become far more complex, so does the task of balance. Here are a number of methods used to obtain balance within complex games.
Console/PC, Design

10 quotes every game developer should remember 12
by Alex Wawro [01.15.15]
From Carmack to Wallick to the makers of Monument Valley, here are ten nuggets of timeless advice from game developers across the industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Be a Graphics and Rendering Engineer at Hangar 13  
by Staff [01.15.15]
Novato-based Hangar 13, the newest 2K Games studio, seeks a seasoned graphics programmer to work on researching, developing and debugging graphics tech in its Novato, CA offices.
Console/PC, Programming, Recruitment

Ustwo reaps nearly $6M in Monument Valley revenue to date 5
by Alex Wawro [01.15.15]
Last year's surprise mobile hit Monument Valley cost roughly $1.4 million to make and has reaped over $5.8 million in revenue to date, according to data published today by Ustwo.
Smartphone/Tablet, Business/Marketing

Don't Miss: Naughty Dog's Uncharted postmortem 5
by Richard LeMarchand, Neil Druckmann [01.15.15]
Naughty Dog called the original Uncharted their 'biggest and most complex' challenge to date, and shared successes and stumbles in this fascinating postmortem first published in 2008.
Console/PC, Design, Production

What's up with Nintendo's New 3DS? 21
by Christian Nutt [01.15.15]
Gamasutra's Christian Nutt ruminates on why Nintendo decided not to release the new handheld in North America, how it may have bungled its messaging, and what this means for the industry at large.
Console/PC, Business/Marketing

GDC State of the Industry: Developers double down on PS4, Xbox One 2
by Staff [01.15.15]
The latest Game Developers Conference survey shows, among other things, that developer interest in making games for next-gen consoles has nearly doubled in the past year.
Console/PC, Business/Marketing

Walking in a painting: Our technique for interior daytime lighting 2
by Gamasutra Community [01.15.15]
"We were able to unify 3D characters and 2D environments, add a level of depth to our world, and all while maintaining a hand-painted look."
Console/PC, Indie, Art

Postmortem: Launching The War Z 23
by Gamasutra Community [01.15.15]
"The War Z may have been one of the most controversial game launches of the year when we released it in December, 2012. It was also the biggest learning experience of my career."
Console/PC, Production, Business/Marketing

5 great 2014 games, from a game design perspective 2
by Gamasutra Community [01.15.15]
Adrian Chmielarz (The Vanishing of Ethan Carter) takes a look at five games that really did it for him in 2014, and explains why -- from a designer's perspective.
Console/PC, Design

Get art tips from Ustwo, Naughty Dog and the remakers of Halo at GDC  
by Staff [01.15.15]
The folks responsible for GDC 2015 highlight a few notable Programming talks in advance of the conference's discounted early registration deadline.
Console/PC, Art, GDC

Cheating vs. exploiting in game design 13
by Gamasutra Community [01.15.15]
"The discussion of cheating vs. exploits can be confusing. A recent post on Gamasutra on the cheating that happened in Destiny raised a debate about whether or not the player base should be punished."
Console/PC, Design