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October 9, 2015
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October 9, 2015
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Chromecast levels up as a game-streaming device  
by Christian Nutt [09.29.15]
Google released an updated version of its HDMI wireless TV streaming device, Chromecast, today -- and it'll be a smarter partner for mobile games.
Smartphone/Tablet, Programming

Creating player paranoia through misdirection in I Can't Escape: Darkness 1
by Joel Couture [09.29.15]
I Can't Escape: Darkness presents an ever-changing dangerous maze, built around taking player preconceptions and subverting them, creating a tension, confusion, and paranoia in the player.
Console/PC, Indie, Design, Video

Get a job: The Workshop is looking to hire a Software Engineer  
by Staff [09.29.15]
Handy with C/C++? The Workshop, which worked on The Evil Within and Sorcery, seeks coders like you to join the team working on games in its Los Angeles, CA office.
Console/PC, Programming, Recruitment

Video: The things you learn building big multiplayer game installations  
by Staff [09.29.15]
Indie developer Alistair Aitcheson speaks at GDC Europe 2015 about all the interesting things he's learned from building big, quirky multiplayer games (like Tap Happy Sabotage) set in physical spaces.
Console/PC, Social/Online, Indie, Video, Vault

Indies in Japan: Selections from Tokyo Game Show's Sense of Wonder Night 2015  
by Lena LeRay [09.29.15]
Every year, Tokyo Game Show runs its Sense of Wonder Night event to showcase innovative indie titles. Here are quick looks at the ten finalists.
Console/PC, Indie, Design, Video

Don't miss: The making of GoldenEye 007 1
by GDC Vault Staff [09.29.15]
"GoldenEye 007's director Martin Hollis shares the story behind one of the Nintendo 64's best-selling games, one which many say set the standard for single and multiplayer first-person shooters on consoles."
Console/PC, Programming, Design, Production

Doing an HD remake the right way 17
by Gamasutra Community [09.29.15]
What happened to Final Fantasy V? Lars Doucet tackles upscaling 2D games: "In this article I'll share some of the artistic and technical lessons I've learned working on the Defender's Quest series."
Console/PC, Indie, Art

Whales do not swim in the desert 32
by Gamasutra Community [09.29.15]
Ramin Shokrizade on mistaken free-to-play business models: "Trying to drag a whale into the desert to make them spend is an approach with a 99% failure rate."
Console/PC, Smartphone/Tablet, Business/Marketing

Oculus Story Studio releases UE4 assets for Henry  
by Christian Nutt [09.29.15]
Impressive interactive narrative VR experience shared with developers around the globe to help show "a practical example of how a VR story could be made in Unreal."
Console/PC, Programming, Art, Audio, Video, VR

Thinking about playwriting for improving on game writing 2
by Gamasutra Community [09.29.15]
"So if you're making a game that's heavy on story text, perhaps you should read some plays (your local library is sure to have some) and consider how you can imply more and state less."
Indie, Design

Lying through your teeth, and other great ways to fix your tutorial 9
by Gamasutra Community [09.29.15]
"The game requires interacting with this slider to start, ensuring players know it exists... Once the game actually starts, they can slide their finger anywhere on the left side of the screen."
Smartphone/Tablet, Design

Indie devs compare Tokyo Game Show to other trade shows  
by Lena LeRay [09.29.15]
Indie devs at Tokyo Game Show discuss the pros and cons of the event, and compare it to other industry trade shows.
Console/PC, Indie, Business/Marketing

Third-person camera design 3
by Gamasutra Community [09.29.15]
"As for a classical game design document in the industry, I extracted the parameters which are needed by the game designer to tweak the camera."
Console/PC, Design

16 months on, Wizards of the Coast settles Hex: Shards of Fate lawsuit 5
by Chris Kerr [09.29.15]
Board and card game company Wizards of the Coast has finally resolved the lawsuit it filed against Cryptozoic Entertainment and Hex Entertainment back in May 2014.
Social/Online, Smartphone/Tablet, Business/Marketing

Streamlining design through playtesting 4
by Gamasutra Community [09.29.15]
On iterative design: "After I had received my lashes, I went home and stared at the ceiling for a bit." And then, after fixes: "There was a fundamental shift in how people were playing the game."
Console/PC, Indie, Design

Games as a two-way conversation 21
by Gamasutra Community [09.29.15]
"Fallout 3 started a conversation with me. I had no way to respond in that conversation. I had no way to speak, no emotes to play… nothing but run, shoot, jump. It wasn’t listening."

The man behind Second Life promises VR will make life virtual  
by Christian Nutt [09.28.15]
"We’ll think of our lives as being mostly virtual, and the real world will be something that maybe we come back to as a kind of a museum to marvel at as part of our past."
Console/PC, Smartphone/Tablet, Design, VR

Microsoft makes Project Spark game creation tool free-to-all 1
by Christian Nutt [09.28.15]
Refunds to come for recently purchased content as its "incubation engine," which allows players to create their own games, is made free.
Console/PC, Business/Marketing

Mark Skaggs leaves Zynga, as casino devs rise up 1
by Christian Nutt [09.28.15]
He'd been with the company since 2008, shepherding the development of games like FarmVille and CityVille.
Social/Online, Smartphone/Tablet, Business/Marketing

Don't miss: Valve's writers and the creative process 12
by Kris Graft [09.28.15]
In this rare 2009 interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
Console/PC, Design