Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
December 19, 2014
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Metal Gear Online included with Metal Gear Solid V  
by Phill Cameron [12.08.14]
The recently revealed Metal Gear Online will be included with all copies of Metal Gear Solid V: The Phantom Pain, Konami has confirmed.
Console/PC, Business/Marketing, Video

General Patton's estate suing over use of likeness in video game 7
by Phill Cameron [12.08.14]
CMG Worldwide, the agent managing the use of George S. Patton's likeness for the Patton family, is suing Maximum Games over the use of his likeness in History Legends of War: Patton.
Console/PC, Business/Marketing

Come to GDC 2015 for expert tips on leading high-performance dev teams  
by Staff [12.08.14]
Ubisoft Montreal's Madelaine Beermann has years of leadership experience in just such a job, and in March she'll be giving an expert talk on leading high-performance teams at GDC 2015.
Console/PC, Production, GDC

Q&A: What's next for the Gear VR headset?  
by Alex Wawro [12.08.14]
Max Cohen serves as Oculus' VP of mobile development, and he recently spoke to Gamasutra about what the launch of Samsung's mobile Gear VR headset means for the future of mobile VR game development.
Smartphone/Tablet, Business/Marketing

Laying 'tractor tracks' in game dev: The good and bad  
by Gamasutra Community [12.08.14]
"Every studio has their own set of tracks that has been cultivated over the years. As mentioned, some of them will be very helpful but a lot of them will get in the way of improving."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Where we are, and where we'll be 10
by Gamasutra Community [12.08.14]
"We can all change. Sometimes it takes an event we'd never want and pain we wouldn't wish on anyone to drive that change. It did for me. I think it does for game development, too."
Console/PC, Business/Marketing

When big games launch badly: Breaking the 'vicious cycle' Exclusive 19
by Alex Wawro [12.08.14]
A fresh look at the aspects of game development that drive so many games -- especially big-budget AAA productions -- out the door before they're ready, and what developers can do to prevent it.
Console/PC, Production, Exclusive

Obituary: Ralph Baer, 'father of video games,' passes away 8
by Kris Graft [12.07.14]
Ralph Baer, a true pioneer of video games, has passed away at the age of 92, Gamasutra can confirm via independent sources close to Baer.
History, Video

The PlayStation Experience: Sony sails to console success in Vegas 3
by Christian Nutt [12.06.14]
Sony used the PlayStation Experience to deliver a casual, biz-free, no-competition-allowed, meaty message of "games, games, games" to a captive audience of fans -- to great effect.
Console/PC, Business/Marketing

Blog: Set achievable goals to avoid over-engineering your game  
by Gamasutra Community [12.05.14]
Drawing on his own experience developing Ludus, one programmer showcases the production benefits that come from regularly building prototypes of subsystems within your actual game prototype.
Indie, Production

Don't Miss: Yoshinori Ono on saving Street Fighter 8
by Brandon Sheffield [12.05.14]
In this classic interview, Street Fighter IV producer Yoshinori Ono discusses what it takes to build a fresh fighting game and details the design philosophy underpinning Capcom's seminal franchise.
Console/PC, Design

Get a job: Nix Hydra seeks an Art Director  
by Staff [12.05.14]
The studio responsible for Egg Baby is looking to bring an experienced artist on board to oversee all aspects of art design and production in Nix Hydra's Los Angeles, CA studio.
Smartphone/Tablet, Art, Recruitment

NES love letter Shovel Knight surpasses 300k units sold  
by Alex Wawro [12.05.14]
California-based Yacht Club Games has sold more than 300,000 copies of its retro-inspired platformer Shovel Knight since the Kickstarted game was first released for PC and the Nintendo eShop in June.
Indie, Business/Marketing

Video: How the Fukushima Game Jam helped a community rebuild  
by Staff [12.05.14]
IGDA Japan VP and Fukushima Game Jam organizer Toshifumi Nakabayashi speaks to how developers can use game jams as a way to encourage philanthropy as part of an Advocacy track talk at GDC 2014.
Indie, Business/Marketing, Video, Vault

Early experiments in dynamic music: Bomberman on NES 2
by Gamasutra Community [12.05.14]
"In Bomberman, whenever the player obtained a bomb power-up, another layer of melody was added to the main theme. The modified theme would play until the end of the current level."
Audio

Indies dominate Writer's Guild of Great Britain 2014 game award 1
by Alex Wawro [12.05.14]
The high-profile organization has revealed its 2014 awards shortlist, including the award for best game writing, for which folks from the likes of Italic Pig and The Chinese Room are nominated.
Indie, Business/Marketing

China's mobile game market: What you need to know, from the inside 2
by Gamasutra Community [12.05.14]
"I spoke with three Chinese mobile game publishing companies to get the latest perspective on the Chinese mobile game market and the opportunity for Western developers to publish in China."
Smartphone/Tablet, Design, Business/Marketing

Getting social: Could we share power-ups between different games? 8
by Gamasutra Community [12.05.14]
"I had a thought the other today, watching two people playing two tablet games. Wouldn't it be great if the players could help each other out, even though they were playing two different games?"
Smartphone/Tablet, Indie, Programming, Design

Designing for local hordes: Problems and solutions for 9-player design in Runbow  
by Gamasutra Community [12.05.14]
"The idea of branching out paths and keeping players separate had a really positive effect on making the game more about out-platforming and out-racing."
Console/PC, Indie, Design

See the world of Far Cry 4 deconstructed at GDC 2015  
by Staff [12.05.14]
Ubisoft developed a bunch of new tricks to render the fictional setting of Kyrat for Far Cry 4, and 3D programmer Stephen McAuley is coming to GDC 2015 in March to explain exactly how they did it.
Console/PC, Programming, GDC