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August 1, 2015
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August 1, 2015
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Is it worth it? Whiplash & the fetishization of crunch 30
by Gamasutra Community [07.20.15]
"Of the many problems with overwork in the game industry, the fact that we so often fetishize it and see it as the 'one true way' is one of our biggest problems."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Stephen Colbert goes Twine  
by Christian Nutt [07.17.15]
Escape from the Man-Sized Cabinet captures the show's silly humor and showcases the increasing popularity of bite-sized text games for broad audiences.
Console/PC, Indie, Business/Marketing

Rust devs do it again: Gender to be randomly assigned 20
by Christian Nutt [07.17.15]
After assigning players randomized races in March -- which was intended not just as realism, but also a social experiment -- a new update will assign gender randomly.
Console/PC, Indie, Art, Design, Business/Marketing

Get a job: Blizzard seeks an Art Manager for World of Warcraft  
by Staff [07.17.15]
Got some artistic skills and leadership experience? Blizzard is looking for someone like you to be an Art Manager on World of Warcraft alongside the team in the company's Irvine, CA headquarters.
Console/PC, Art, Recruitment

Doomception: Modders build playable Doom cabinet inside Doom 5
by Alex Wawro [07.17.15]
Video surfaced this week of Australian modder "The Zombie Killer" working on a Doom mod that allows you to play games like Wolfenstein 3D and Doom...inside Doom.
Console/PC, Design, Video

Video: Iwata reflects on a changing game industry at GDC 2011  
by Staff [07.17.15]
"The process of game development is the same for everyone. At Nintendo, it's just as stressful, just as frustrating," said Iwata at GDC 2011. "If there's a way to make it easy, we haven't discovered it yet."
Console/PC, Business/Marketing, Video

A minder for Molyneux: 22Cans' new CEO on trying to save Godus  
by Christian Nutt [07.17.15]
Simon Phillips, joined the company this May to help save it from itself -- and in a new interview, talks about his relationship with Peter Molyneux and how the studio hopes to get back on track.
Console/PC, Smartphone/Tablet, Business/Marketing

How players react to a woman's voice in online play, versus a man's 17
by Gamasutra Community [07.17.15]
"The take home message is that men’s negative and positive comments are influenced by their in-game performance and whom they are interacting with, be it male or female."
Console/PC, Business/Marketing

Don't Miss: The ups and downs of doing online multiplayer as an indie Exclusive 14
by Mike Rose [07.17.15]
Including online multiplayer is a tricky challenge, particularly for small teams. In this 2014 feature, Gamasutra speaks to indies who've been in the trenches to get their take on how to do it right.
Social/Online, Indie, Programming, Design, Production, Exclusive

Video: VR design lessons learned at Valve's Vive game jam  
by Alex Wawro [07.17.15]
VR enthusiast Mike Alger attended Valve's Vive game jam in London over the weekend and captured video of attendees sharing lessons learned from the experience for fellow devs who couldn't make it.
Smartphone/Tablet, Indie, Design, Video

Blog: The world-system of the game development biz 8
by Gamasutra Community [07.17.15]
"It's a new world for a new generation of developers. They've transitioned from Laborers of a product to Consumers of middleware solutions. They generalize in high-concept game development."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Breaking the laws of physics: Outer Wilds and moving from Unity 4 to 5 5
by Gamasutra Community [07.17.15]
"After several thrilling hours of tweaking the entire code base to work with the new (admittedly much-improved) Unity API... The console contained 999+ identical errors."
Console/PC, Indie, Programming

Sponsored: A tower defense-style game in Unity (part 1)  
by Dimitris-Ilias Gkanatsios, Tech Evangelist, Microsoft Greece [07.17.15]
Since tower defense is one of the most common game types you can find on the app stores out there, I decided to try my luck and create one from scratch, using Unity3D. Here's how I did it.
Programming, Sponsored Article, Microsoft Sponsored

Are you punishing players who pay? Rethinking monetization strategies 7
by Gamasutra Community [07.17.15]
"I am proud to be a ‘whale’ when it comes to free-to-play mobile games. But lately, some free-to-play games have made me feel punished for paying."
Smartphone/Tablet, Business/Marketing

Internet Gaming Disorder and Internet Addiction Disorder are not the same thing 2
by Gamasutra Community [07.17.15]
Psychologist Mark Griffiths: "The gaming studies field needs conceptual clarity but as demonstrated, the DSM-5 itself is both misleading and misguided when it comes to the issue of IGD."
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

'Why bet on an IP like Mirror's Edge?' Exclusive 6
by Kris Graft [07.17.15]
EA DICE general manager Patrick Bach has been thinking about the risk and opportunity that come with making a game that lands outside of the Battlefield franchise.
Console/PC, Business/Marketing, Exclusive

Exhibiting at BitSummit without a clue: How not to show off your game 1
by Gamasutra Community [07.17.15]
"It was just so much fun and once the players poured in it was playtesting nonstop. It was very tiresome but once it ended I felt kinda sad: I didn’t want it to end."
Indie, Business/Marketing

Red Ash's struggles highlight the new trouble with crowdfunding 9
by Christian Nutt [07.16.15]
Keiji Inafune's latest project will probably get funded -- but in the end, what are the backers going to get: A game, or a demo?
Console/PC, Indie, Business/Marketing, Crowdfunding

These devs swear to stop selling their game when enough players die 22
by Alex Wawro [07.16.15]
Dutch studio Vogelsap is gearing up to launch its asymmetrical multiplayer horror game The Flock with an intriguing twist: when too many players die in-game, it will be removed from sale forever.
Console/PC, Indie, Business/Marketing

Video: Satoru Iwata - Disrupting Development  
by Staff [07.16.15]
"Video games are meant to be just one thing. Fun. Fun for everyone," says late Nintendo president in this 2006 GDC keynote speech, delivered as the Wii was about to shake up the industry.
Console/PC, Business/Marketing, Video, Vault