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March 1, 2015
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March 1, 2015
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What gets coverage in the game media? 2014 in review 3
by Gamasutra Community [02.17.15]
How does the press cover game topics? What's trending the most? Did Microsoft squish Sony -- and what about mobile games? This analysis of 2014's press coverage provides insightful data.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Take your game industry career to the next level at GDC  
by Staff [02.17.15]
GDC 2015 organizers highlight notable career-building events at next month's conference, including sessions and meeting opportunities with the likes of Epic, Riot, Blizzard and more.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, GDC

Road to the IGF: 11Bit studios' This War of Mine Exclusive  
by Leigh Alexander [02.17.15]
11Bit Studios' This War of Mine stole hearts this year thanks to its gripping, civilian-focused twist on the wartime setting. Now it's up for the grand prize at the IGF -- we catch up with the team.
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, IGF

Remembering Shinya Nishigaki, creator of Blue Stinger and Illbleed 5
by Gamasutra Community [02.17.15]
Shinya Nishigaki developed two memorable Dreamcast games -- Blue Stinger and Illbleed -- before passing away at just 42. This look back uses interview quotes from shortly before he died.
Console/PC, Business/Marketing, History

See the future of VR game development at GDC 2015  
by Staff [02.17.15]
Developers interested in charting a course through the new frontier of virtual reality game design would be wise to look for advice from trailblazers at the 2015 Game Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, GDC

Designing a hardcore game for the mobile masses 4
by Gamasutra Community [02.17.15]
The developers of mid-core mobile fighter Shadow Fight 2 have "learned some valuable lessons about redesigning hardcore genres for mobile audiences" and share them in this blog.
Smartphone/Tablet, Indie, Design

Slippery tentacles: Tackling the challenges of Octodad's design  
by Gamasutra Community [02.17.15]
"Octodad: Dadliest Catch was a strange, difficult, and rewarding project to design. We struggled against traditional game design; we sometimes ran in circles."
Console/PC, Indie, Design, Production

Holograms and eye-tracking: Experiments in tech at Nordic Game Jam 2
by Gamasutra Community [02.16.15]
"Our eye was drawn to a piece of hardware called the DreamOC HD3 early on in the event. The DreamOC is a hologram display case made by RealFiction using HDMI input to project images into 'reality.'"
Indie, Design

The first stage of game development: Survive 2
by Gamasutra Community [02.16.15]
What it takes to get off the ground as a fledgling indie developer -- a case study based on the journey of solo indie Joe Williamson. "Basically, learn, save money, and make friends."
Indie, Production, Business/Marketing

This Week in Video Game Criticism: No Godus or Kings, Only Molyneux  
by Joe Koeller [02.16.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Joe Koeller on topics ranging from the aesthetics imparted by framerates to the relentless optimism of Peter Molyneux.
Console/PC, Social/Online, Indie, Design, Business/Marketing

GameMaker Studio creator acquired for $16.4 million 27
by Kris Graft [02.16.15]
Game and online gambling software company Playtech said Monday said it will acquire Yoyo Games Limited, developer of the popular cross-platform game dev tool GameMaker Studio.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Put yourself into the game with advanced 3D scanners at GDC 2015  
by Staff [02.16.15]
Attending GDC 2015? Make time between sessions to check out the cutting-edge 3DPlusMe mobile personalized 3D printing platform while you're hanging out on the show floor.
Console/PC, Business/Marketing, GDC

GDC: See how BioWare melded story with systems to make Dragon Age  
by Staff [02.16.15]
Attend GDC 2015 to hear firsthand how creating Dragon Age: Inquisition drove BioWare to re-think their approach to design and populate BioWare's largest 'open world' with only a handful of designers.
Console/PC, Design, GDC

Road to the IGF: Elegy for a Dead World Exclusive  
by Christian Nutt [02.16.15]
There's an awful lot of discussion about the right approach to narrative in games. Elegy for a Dead World's approach is striking. It asks the player to collaborate in the creation of its story.
Console/PC, Indie, Design, Production, Exclusive, Video, IGF

How to manage isometric assets for city builder games 3
by Gamasutra Community [02.16.15]
How do you store your assets so they're useful long-term and look right in the short-term? This quick tutorial from an experienced artist should set you on the right path.
Smartphone/Tablet, Art

11 tips for becoming an indie dev autodidact 15
by Gamasutra Community [02.16.15]
How to spend time learning about your craft by teaching yourself about it -- tips from an indie dev with no money but a hunger for knowledge.
Indie, Business/Marketing

Building an Infinifactory: How to turn science into a successful game  
by Phill Cameron [02.16.15]
Zach Barth talks about the release of Infinifactory on Steam Early Access, creating a rich story for a puzzle game, and how people react to open-ended puzzles.
Console/PC, Indie, Programming, Design, Business/Marketing

Apple launches 'Pay Once & Play' promotion for games that aren't F2P 23
by Christian Nutt [02.13.15]
A 2015 sign of the times: Apple highlights games that let users "enjoy hours of uninterrupted fun" if they plunk down cash up front.
Smartphone/Tablet, Business/Marketing

Road to the IGF: XRA's Memory of a Broken Dimension  
by Phill Cameron [02.13.15]
We talk to Ezra Hanson-White about Memories of a Broken Dimension as part of our Road to the IGF series.
Console/PC, Indie, Art, Design

Blog: The manifesto of value 1
by Gamasutra Community [02.13.15]
"It's in part a response to the position we find ourselves in when we are asked about (or criticized for) our work not being free. Value your work. Value the people who might play your work."
Indie, Design, Business/Marketing