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March 31, 2015
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March 31, 2015
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Marvelous acquires G-mode, owner of classic Data East game catalog 1
by Christian Nutt [03.13.15]
Marvelous, best-known in the West for the Harvest Moon games, has acquired Japanese mobile studio G-mode -- which happens to own a lot of classic studio Data East's IP.
Console/PC, Smartphone/Tablet, Business/Marketing

What a game demands for a win: Skill, luck, yomi 25
by Gamasutra Community [03.13.15]
"Today I want to classify games on another scale, this time with three axes: Skill, Luck, and Yomi. The scale describes what component is needed to consistently win the game."
Console/PC, Indie, Design

Get a job: Demiurge Studios seeks a Game Director  
by Staff [03.13.15]
Following its acquisition by SEGA Networks, Cambridge-based F2P studio Demiurge is looking for someone with production experience to serve as a Game Director on a new mobile/PC F2P title.
Console/PC, Smartphone/Tablet, Production, Recruitment

10 seminal game postmortems every developer should read Exclusive 3
by Alex Wawro [03.13.15]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

Don't Miss: Valve's design process for creating Half-Life 12
by Ken Birdwell [03.13.15]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

How to reduce visual confusion in your game 8
by Gamasutra Community [03.13.15]
"Are players missing important gameplay elements on screen? Do they not see enemies until it's too late? Here’s a technique to help make your game's visuals easier to understand for the player."
Console/PC, Indie, Art

Video: Building the touchy-feely world of Tearaway  
by Staff [03.13.15]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault

8 tips for making the most of the VR opportunity 3
by Gamasutra Community [03.13.15]
A quick list of what you should consider jumping on board the VR train -- a blog post from an experienced dev who analyzes the issue from a number of angles.
Console/PC, Smartphone/Tablet, Indie, VR

Why I love exhibiting at PAX, and consumer shows in general  
by Gamasutra Community [03.13.15]
"If you focus on your fans, your products will become better, and you'll get more fans. This goes in a spiral effect that ends up getting you more of everything."
Console/PC, Indie, Business/Marketing

Showing at GDC Play 2015: A solo dev's tale 3
by Gamasutra Community [03.13.15]
The winding road that took this developer to GDC 2015 recounted in a readable, informative, and interesting look at what goes into being an indie in 2015.
Indie, Business/Marketing

150 books for game devs 11
by Gamasutra Community [03.13.15]
"We have been building a big list of books about video games. It features more than 150 books dealing with the history of videogames, biographies, Game Design, Serious Games, videogames studies & analysis..."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Business/Marketing

What's in an 'icon'? The secrets of character design 6
by Gamasutra Community [03.13.15]
From Pac-Man to Kratos to Freddy Fazbear, iconic characters have driven the game industry forward. Here's a breakdown of what goes into their designs.
Console/PC, Smartphone/Tablet, Indie, Art

Murder school: Crafting Danganronpa to surprise players 1
by Christian Nutt [03.13.15]
The series' writer/director Kazutaka Kodaka dives into his approach to game writing and development in this extensive new interview on the award-winning, cult-hit franchise.
Console/PC, Design

BAFTA Awards honor Destiny, Monument Valley, and David Braben  
by Christian Nutt [03.12.15]
Tonight's BAFTA awards in the UK continued to highlight the vibrancy of the independent development scene -- as a number of smaller titles walked off with statuettes.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Get a job: Deep Silver Volition seeks a Senior Audio Designer  
by Staff [03.12.15]
Are you an experienced audio whiz? Saints Row developer Deep Silver Volition is seeking a senior audio designer to join them in their Champaign, Illinois offices.
Console/PC, Audio, Recruitment

Cities: Skylines breaks Paradox records with 250k sold in 24 hours 11
by Alex Wawro [03.12.15]
That makes Colossal Order's city-builder the fastest-selling game Paradox Interactive has published to date.
Console/PC, Business/Marketing

New initiative gifts 1 million BBC Micro successors to UK kids  
by Alex Wawro [03.12.15]
As part of the Make It Digital initiative the BBC is giving away a million BBC Micro Bit coding devices -- much like it did with the BBC Micro in the '80s, inspiring a generation of British game devs.
Console/PC, Indie, Business/Marketing

What I learned at my first GDC 3
by Gamasutra Community [03.12.15]
"Now that my initiation is complete, I can't wait until GDC 2016... and most likely every year to follow. It's also got me very excited for some of the other events we're planning on attending."
Indie, Business/Marketing

Don't Miss: Why Hotline Miami is an important game 29
by Gamasutra Community [03.12.15]
In this classic blog post, Vlambeer's Rami Ismail investigates "how Hotline Miami is many things in many ways, but how it executes all of them through methods only videogames can employ."
Indie, Design

@Play: Welcome back to the Dungeons of Doom 10
by Gamasutra Community [03.12.15]
Our roguelike column, @Play, has returned -- and this post serves as a brand new introduction to the genre, and explains why it's worth studying and writing about.
Console/PC, Smartphone/Tablet, Indie, Design