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April 18, 2015
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Building a server for an indie MOBA/MMORPG 7
by Gamasutra Community [04.02.15]
"Servers are another tool in our tool-set; we can mount a server for big data storage and use external server for real-time. Let's explore the kind of servers you can choose nowadays."
Console/PC, Smartphone/Tablet, Indie, Programming

IGF China 2015 calls for pan-Pacific indie game submissions  
by Staff [04.02.15]
The Independent Games Festival China – which takes place in October alongside GDC China in Shanghai – is accepting indie game entries from the pan-Pacific area from now through July 20th.
Console/PC, Smartphone/Tablet, Indie, Design, GDC China

Memorable names for virtual things 2
by Gamasutra Community [04.02.15]
"What features of fictional names make them more memorable? Here are a few ways of keeping your proper nouns lucid."
Console/PC, Smartphone/Tablet, Design

Squeezing more juice out of your game 3
by Gamasutra Community [04.02.15]
"There is a part of game feel that is amusing to work on, and that yields great results as soon as your core gameplay is rock solid. This is what, since the rise of casual gaming, we call game juice."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design

The misconception of core teams 2
by Gamasutra Community [04.02.15]
Build a core tech team? "I could be wrong, but personally the answer is probably a resounding no from me. Not because it wouldn't be nice, but because most small businesses can't justify the convenience."
Console/PC, Social/Online, Smartphone/Tablet, Programming

Protecting against the top 5 hacking risks to mobile games 4
by Gamasutra Community [04.02.15]
Rennie Allen, security colutions architect at Arxan Technologies, writes about the common vulnerabilities in mobile games -- and how to protect against them.
Smartphone/Tablet, Programming

Automated transparent development: Keeping your fans updated all the time 7
by Gamasutra Community [04.02.15]
How to keep your community in the loop -- automatically. "It consists of four things: Public to-do list, automated progress tracker, nightly build server, and in-game crash logger + remote server listener."
Indie, Programming, Business/Marketing

Nintendo adds DS and Nintendo 64 to the Wii U Virtual Console 5
by Christian Nutt [04.01.15]
As ever, the company mines its history for games to offer to today's consumers, on its latest console -- with two new systems added today.
Console/PC, Business/Marketing

April Fool's Day in the game industry: A retrospective 7
by Alex Wawro [04.01.15]
From Street Fighter's fake character to Irem's fake console, Gamasutra looks back at classic April Fool's Day hoaxes in the game industry that made us laugh, groan, or simply shake our heads.
Console/PC, Indie, Business/Marketing, History

Video: Warren Robinett's postmortem of his classic game Adventure 3
by Staff [04.01.15]
Veteran game maker Warren Robinett takes the stage at GDC 2015 to deliver a thorough, engaging postmortem on the creation of his hit 1979 game Adventure for the Atari 2600 console.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

FTC unanimously mandates Sony refunds over misleading Vita ads  
by Alex Wawro [04.01.15]
After a brief waiting period for public comment, the FTC has voted 5-0 to order Sony and its one-time marketing partner to make amends for intentionally misleading people with Vita launch advertising.
Console/PC, Business/Marketing

Get a job: ArenaNet seeks a contract Character Artist  
by Staff [04.01.15]
The folks who brought you Guild Wars 2 are looking for a full-time character artist to work as a contractor on character models alongside the team in ArenaNet's Bellevue, WA studio.
Console/PC, Art, Recruitment

Don't Miss: Making humor work in games is no laughing matter Exclusive 13
by Bob Mackey [04.01.15]
In this classic feature, Gamasutra talks with developers like Rhianna Pratchett, Al Lowe and Chuck Jordan to workshop what it takes to make genuinely funny, comedic games.
Console/PC, Design, Exclusive

DeNA hopes Nintendo deal yields mobile games that earn over $25M/month 1
by Alex Wawro [04.01.15]
"We haven't talked to Nintendo about targets, but at DeNA, our best-selling game brought in 3 billion yen a month," says DeNA CEO Isao Moriyusa. "We want to surpass that."
Smartphone/Tablet, Business/Marketing

Nobody ever reads tutorials - Here's what worked for our game 6
by Gamasutra Community [04.01.15]
"We found that the old adage 'I hear and I forget. I see and I remember. I do and I understand' is true for game tutorials too."
Smartphone/Tablet, Indie, Design

Registration is now open for GDC Europe 2015  
by Staff [04.01.15]
Heads up, developers: You can now register early at a discounted rate to attend this year's GDC Europe, which will once again be held in Cologne, Germany August 3rd and 4th.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

6 lessons for game devs from Facebook's F8 1
by Gamasutra Community [04.01.15]
"As a game developer, chances are you’re involved with Facebook in one form another. What relevant lessons or announcements did F8 2015 offer game developers?"
Smartphone/Tablet, Indie, Business/Marketing

Video blog: Gameplay depth versus variety 5
by Gamasutra Community [04.01.15]
"Gameplay depth comes not from the NUMBER of decisions, but from the quality of the choices and their importance to the outcome of the game."
Console/PC, Smartphone/Tablet, Indie, Design

The curious alternative distribution of Samorost 2: Newspaper stands 2
by Brandon Sheffield [04.01.15]
They released each "newspaper" version of the game 6 or 7 months after the proper release of the game. "It was kind of an experiment," says Amanita's Jakub Dvorský.
Console/PC, Indie, Business/Marketing

Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble 2
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production, Deep Dive