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May 29, 2015
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Tips for starting a mod project, from a Black Mesa dev 3
by Gamasutra Community [05.13.15]
Frank advice from the Half-Life modder: "If I saw these 10 years ago I probably would have thought 'Yeah, seems like good advice' and then promptly forgotten everything listed."
Console/PC, Indie, Programming, Production, Business/Marketing

Motivate me: Crafting better game difficulties 7
by Gamasutra Community [05.13.15]
"You see, this isnít just a question of video game difficulty levels... Itís a question of motivation -- both from a developer and gamer standpoint. Itís about what motivates us to play games."
Console/PC, Indie, Design

Total bear chaos: A Rude Bear Raid postmortem 1
by Gamasutra Community [05.13.15]
A chaotic multiplayer Ludum Dare entry made over Skype? This in-depth postmortem peels apart the layers of Alex Rose's Rude Baer Raid and offers design and dev tips.
Indie, Design, Production

Attend GDC Europe to learn the business of nurturing amateur eSports  
by Staff [05.13.15]
GDC Europe 2015 is just a few months away, and today conference officials are proud to reveal talks focused on the business of nurturing your game's community of players.
Console/PC, Social/Online, Design, Business/Marketing, GDC, GDC Europe

Pixel artist renounces pixel art 50
by Gamasutra Community [05.13.15]
"It is with a heavy heart that I hang up the old pencil tool for all of our future games. Good art is good art, and nothing beats the real deal. Embracing the medium simply ensures that everybody else knows it."
Console/PC, Smartphone/Tablet, Indie, Art, Business/Marketing

Imageepoch has filed for bankruptcy  
by Phill Cameron [05.13.15]
Time and Eternity developer Imageepoch has filed for bankrupcy, along with affiliate company Smile Online Games.
Smartphone/Tablet, Business/Marketing

Our recipe for mobile success: A Restaurant Story 2 mini-postmortem  
by Gamasutra Community [05.13.15]
"Why would someone play this game? That question sounds simple, but to answer it you need to understand who your players are -- and thus what motivates them to pick up a game."
Smartphone/Tablet, Design, Business/Marketing

6 musts for a perfect platformer, from the Yooka-Laylee team 9
by Playtonic Games team [05.13.15]
Yooka-Laylee is a Kickstarter smash, coming as it does from a team of Rare veterans. With that in mind, Gamasutra asked for platformer development wisdom from the team.
Console/PC, Indie, Programming, Art, Design

The true power of Monster Strike: $3.8 million a day 3
by Christian Nutt [05.12.15]
The Japanese mobile hit is raking in the millions -- and there's more potential for the game to expand dramatically.
Smartphone/Tablet, Business/Marketing

Gree shuts down Vancouver studio  
by Christian Nutt [05.12.15]
The shifting mobile market makes it tough to keep things going for the once-invincible Japanese giant, the company's Western COO writes.
Smartphone/Tablet, Business/Marketing

Get a job: Gearbox Software seeks an Art Director  
by Staff [05.12.15]
The Borderlands series developer is looking for an art director to work on an "exciting unannounced project" for current-gen consoles and PC.
Console/PC, Art, Recruitment

Don't miss: The secrets of cloth simulation in Alan Wake 11
by Henrik Enqvist [05.12.15]
Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in Microsoft's horror-thriller Alan Wake.
Console/PC, Programming

2014's biggest retail sellers revealed  
by Christian Nutt [05.12.15]
Ubisoft let slip the biggest retail-selling games in the Western market in its latest results -- no surprises, but it's interesting data nonetheless.
Console/PC, Business/Marketing

With Street Fighter II, 'we wanted to make the greatest game ever'  
by Christian Nutt [05.12.15]
Former Capcom R&D head and Street Fighter II producer Yoshiki Okamoto explains the foundation of that seminal fighting hit -- plus Final Fight history from Akira Nishitani.
Console/PC, Design, History

Ubisoft is working to bring its big brands into virtual reality  
by Kris Graft [05.12.15]
In its quarterly earnings call today, French publisher Ubisoft said it is not only experimenting with virtual reality, but is working on bringing its big-budget brands to VR.
Console/PC, VR

Ubisoft swings to profits, announces latest Assassin's Creed 2
by Kris Graft [05.12.15]
Big-budget franchises and sprawling open world games drove Ubisoftís annual sales for the year ended March 31, 2015, the company announced today.
Console/PC, Business/Marketing

Square Enix sees profit during transitional year  
by Christian Nutt [05.12.15]
The publisher released fewer major console games, but profits actually rose thanks to that -- as catalog sales and MMO and smartphone games performed well.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Steam Greenlight: The times they are a-changin' 3
by Gamasutra Community [05.12.15]
"The Greenlight process is much different than it was even a year ago. The floodgates are opening, and now mostly anybody can get Greenlit."
Console/PC, Indie, Business/Marketing

Video: Multiplayer brawling with Gang Beasts  
by Staff [05.12.15]
James and Michael Brown from Gang Beasts developer Boneloaf showcase their cheeky multiplayer brawler which features hilarious ragdoll-style physics.
Indie, Design, Video

Navigating levels using environmental narratives 6
by Gamasutra Community [05.12.15]
Using environmental cues to draw the player forward and communicate information: A deep look at the technique, with plenty of examples from notable games.
Console/PC, Design