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September 2, 2015
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September 2, 2015
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Telepath Tactics: Brass tacks and sales stats 14
by Gamasutra Community [08.19.15]
Hard numbers both on the production cost and sales of Telepath Tactics, an indie strategy game with "a bunch of critical praise," developed primarily on the side from a full-time job.
Console/PC, Indie, Production, Business/Marketing

New advertising guidelines look to enforce vlogger transparency 2
by Chris Kerr [08.19.15]
The UK Committee of Advertising Practice has produced a fresh set guidelines for vloggers currently taking payment in exchange for promotional videos.
Social/Online, Business/Marketing

Amazon UK shuts down video game trade-in scheme  
by Chris Kerr [08.19.15]
Amazon UK is shutting down its video game trade-in scheme, with the online retailer announcing it will stop accepting trade-in submissions after August 31.
Console/PC, Business/Marketing

CastAR nets over $15M to get its AR headset shipshape for 2016 launch 1
by Alex Wawro [08.19.15]
The CastAR headset maker has raised over $15M in funding from both its initial investors and newcomer Playground Global, a tech incubator founded by ex-Googler (and Android creator) Andy Rubin.
Console/PC, Business/Marketing

Blog: Making it through Gamescom as an indie 'one man army'  
by Gamasutra Community [08.19.15]
"It was a crazy trip and with this blog post I want to give you an impression and some tips that might help you to make the most of such an event."
Console/PC, Indie, Business/Marketing

Tips on Kickstarter from a small team that beat its goal 18
by Gamasutra Community [08.19.15]
"Mortal sins" and insights on what went right from a team that made over $48,000 on Kickstarter for its first game -- Through the Woods.
Console/PC, Indie, Business/Marketing

Game Design Deep Dive: Rocket jumping in Rocket League Exclusive 7
by Dave Hagewood [08.19.15]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

Riot launches 'tech blog' with League of Legends game dev secrets  
by Christian Nutt [08.18.15]
Learn from the developers at Riot Games with in-depth discussions of how League of Legends is created -- from the ground up.
Console/PC, Programming

GameStop survey says 92 percent of players own games they don't play 9
by Christian Nutt [08.18.15]
Today, GameStop released the results of a study that just so happens to encourage consumers to bring their used games into GameStop stores and trade them in.
Console/PC, Business/Marketing

IndieCade expands conference for 2015  
by Christian Nutt [08.18.15]
The popular independent development festival returns for a new year -- with a revamped conference track and a keynote from notable indies Naomi Clark, Nina Freeman, and Robert Yang.
Indie, Programming, Design, Business/Marketing

Video: Narrative lessons from Road Not Taken  
by Christian Nutt [08.18.15]
Spry Fox's Daniel Cook expounds on the narrative design of his "roguelike puzzle game about surviving life’s surprises," Road Not Taken.
Console/PC, Indie, Design, Video

Chris Roberts speaks to the delays in developing Star Citizen 8
by Alex Wawro [08.18.15]
Chris Roberts directly addresses concerns that Star Citizen's development is in trouble in a new Kotaku article that includes accounts from anonymous sources who purportedly worked on the game.
Console/PC, Indie, Production

Video: Creating hyper-adaptive game music on an indie budget  
by Staff [08.18.15]
Galak-Z composer C. Andrew Rohrmann speaks at GDC 2015 about how to craft multi-layered, adaptive musical elements for your game that react and blend to form unique arrangements in every play session.
Indie, Audio, Video, Vault

Why Oculus is paying for Rift exclusives instead of developing them itself  
by Alex Wawro [08.18.15]
"Instead of setting up internal studios, we put together this Oculus Studios group that funds external teams as though they're internal," says CEO Iribe. "We're funding them so they can get into VR."
Console/PC, Business/Marketing

Don't Miss: Mike Bithell chats about pumping up the Volume 3
by Mike Rose [08.18.15]
In this classic interview, Mike Bithell reflects on his sophomore game design efforts and why the launch of Volume this week is so much different than when he released Thomas Was Alone.
Indie, Business/Marketing

Scholars are (still) calling on APA to stop linking violent games to aggression 2
by Alex Wawro [08.18.15]
A group that includes psychologists and media scholars continues to call the American Psychological Association's research into how violent games affect aggression 'misleading' and 'overgeneralized.'
Console/PC, Indie, Business/Marketing

Launching on Steam Early Access: What I did right and wrong 2
by Gamasutra Community [08.18.15]
"Hey everybody - let me tell you about my latest boneheaded mistakes so you can make all different mistakes with your launches."
Console/PC, Indie, Production, Business/Marketing

Can crunch ever be fixed in the game industry? 24
by Gamasutra Community [08.18.15]
"One of the puzzling attitudes I've seen in the games industry is companies talking about focusing on long term success, yet not taking a firm position against crunch."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Letting players set their own difficulty 3
by Gamasutra Community [08.18.15]
"Unlike dynamic difficulty, these designs embody the ranges of challenge in missions, scenarios and systems -- and so are visible to the player."
Console/PC, Design

Monster Strike making $4.2 million a day in sales  
by Chris Kerr [08.18.15]
Japanese developer Mixi has revealed that its co-op action RPG, Monster Strike, brought in $378 million between April 1 and June 30 - that's $4.2 million a day.
Social/Online, Smartphone/Tablet, Business/Marketing