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July 4, 2015
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This Week in Video Game Criticism: From Fury Road to Bullet Hell 1
by Kris Ligman [06.22.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from what games writers can learn from Mad Max: Fury Road to a bullet hell game which learns from its player.
Console/PC, Social/Online, Indie, Design

8 player archetypes for break-testing your game design 4
by Gamasutra Community [06.22.15]
Can your game be "broken"? Figure it out with these types: "I formulated heuristics for solo playtesting and created a set of ideal (in the psychological sense) player archetypes."
Console/PC, Indie, Design

Different player types for co-op games 4
by Gamasutra Community [06.22.15]
"Over the course of my time developing cooperative games, I ended up creating my own, more specific list of player types. They are a result of years of extensive playtesting."
Console/PC, Design

Opinion: Games could be doing so much more with sex 30
by Katherine Cross [06.22.15]
Columnist Katherine Cross asks if any games are saying or doing anything interesting with sex, and explores how the medium might truly capture the sublime nature of the act.
Design

Let's shatter the delusion that sports game devs aren't creative 3
by Gamasutra Community [06.22.15]
"Donít overlook a CV just because the applicant has only worked on sports games. We're creative guys with huge ability and lots of fresh ideas. Don't push us aside for the same old, same old."
Console/PC, Design

Q&A: Republique dev Camouflaj inks global publishing deal with GungHo  
by Christian Nutt [06.22.15]
Gamasutra speaks to GungHo president Kazuki Morishita and Camouflaj lead Ryan Payton about why the two companies have tied up -- as the Japanese titan (Puzzle & Dragons) inks its second deal with a U.S. indie.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Why we don't believe in sales, discounts, and bundles 51
by Gamasutra Community [06.22.15]
"Iím more and more convinced that the whole concept of these promotions is toxic. Why toxic? Because systematic sales contribute to decrease the commonly accepted prices of games to absurdly low levels."
Console/PC, Indie, Business/Marketing

Tale of Tales unlikely to make more games after poor sales of Sunset 13
by Phill Cameron [06.22.15]
After its latest game Sunset sells barely over 4,000 copies, studio Tale of Tales says it's likely done making games.
Console/PC, Indie, Production, Business/Marketing

How we chose our sound designer 10
by Gamasutra Community [06.22.15]
"Always follow up on potential opportunities, carefully read requests, and be ready to show that you're capable of the job if you don't have previous experience in-hand."
Indie, Audio, Production, Business/Marketing

Mending the developer/player relationship with Threes free-to-play 3
by Phill Cameron [06.22.15]
We talk to Asher Vollmer of Sirvo about Threes free to play, and how they found an advertising model that isn't at war with the player.
Smartphone/Tablet, Indie, Design, Business/Marketing

Get a job: Vicarious Visions seeks a character combat designer 3
by Staff [06.19.15]
The Activision-owned studio behind more than one of the Skylanders games and Marvel Ultimate Alliance 2 seeks a designer who can oversee all aspect's of character combat design.
Console/PC, Design, Recruitment

Halo composer O'Donnell forms Seattle studio with veteran devs 1
by Christian Nutt [06.19.15]
"Small" Seattle studio Highwire Games co-founded by Marty O'Donnell, Bungie designer Jaime Griesemer, and Airtight Games' Jared Noftle.
Console/PC, Indie, Business/Marketing

Japan's game market hits record high as consoles decline and mobile grows 10
by Christian Nutt [06.19.15]
The mobile game market has swelled the size of the Japanese market to dizzying new heights -- but consoles continue to trend downward. That gain is thanks to mobile.
Console/PC, Smartphone/Tablet, Business/Marketing

Steam Spy creator analyzes the platform, shares his data 6
by Christian Nutt [06.19.15]
If you're wondering how the Steam market functions, this new data-driven overview should give you a very good working picture.
Console/PC, Indie, Business/Marketing

CryEngine adds support for Oculus, Android, and Linux via OpenGL 1
by Christian Nutt [06.19.15]
Crytek brings in promised new features to expand the power of its engine -- gearing up for the release of Oculus Rift, new Android set-top boxes, and Steam Machines.
Console/PC, Smartphone/Tablet, Programming

When does 'influenced by' become stealing someone's design? 9
by Gamasutra Community [06.19.15]
"This was a set of components that kept screaming, 'Mod me, mod me, Iíll promise Iíll be good, just mod me and make me a game!' So I did."
Indie, Design

What goes into a game title? 4
by Gamasutra Community [06.19.15]
"The title serves a larger purpose than simply occupying a placard on the wall next to the work. It is the name of the app, the anchor for the game's opening screen, the name of the website, and much more."
Indie, Design, Business/Marketing

Considering what languages should you localize your game into 7
by Gamasutra Community [06.19.15]
A comprehensive guide to localization: "What languages should you localize into? And in what order? There are actually quite a few factors that come into play in this decision."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Tutorial: Creating a 'wood-carved' 3D game character 2
by Gamasutra Community [06.19.15]
"We've had a lot of interest in exactly how we got the wood carved look right. So, in order to share a little of my knowledge, I give you this step-by-step tutorial."
Console/PC, Smartphone/Tablet, Indie, Art

Game Design Deep Dive: Action Henk's jump physics Exclusive  
by Roel Ezendam [06.19.15]
Roel Ezendam, Game Coder at RageSquid: "Having control over the height of the jump is another way to create player decisions and deeper mechanics."
Console/PC, Indie, Design, Exclusive