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September 1, 2014
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September 1, 2014
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The origins of Archmage Rises, and how popularity followed 5
by Gamasutra Community [08.19.14]
After making a splash with his blog post "Why I've said goodbye to mobile in favor of PC," Archmage Rises dev Thomas Henshell explores where his game came from and where it's going.
Console/PC, Indie, Design, Business/Marketing

UK video game tax breaks are now finally available  
by Mike Rose [08.19.14]
Video game companies in the UK can finally claim tax relief starting from today, with the potential to claim up to 25 percent of your production costs.
Console/PC, Business/Marketing

Rockstar art director Ian J. Bowden moves to mobile games  
by Mike Rose [08.19.14]
Ian Bowden, formerly art director at Rockstar and a Grand Theft Auto veteran, has left the company to join casual and social game studio GameDuell.
Console/PC, Smartphone/Tablet, Business/Marketing

PlayFab wants to help you focus on making games, not business  
by Mike Rose [08.19.14]
Game services studio PlayFab, founded earlier this year by former PopCap business veteran James Gwertzman, today launched its range of backend tools, and announced that it has raised $2.5 million in a new round of funding.
Console/PC, Business/Marketing

Designing a 2D jump 8
by Gamasutra Community [08.19.14]
The design (and a bit of the math) behind 2D jumps -- what makes them feel good and how you can implement them in your game, as taught by the classics.
Console/PC, Indie, Programming, Design

Creating the cartoony visuals of Catlateral Damage 2
by Gamasutra Community [08.19.14]
Developer Chris Chung shows you his workflow for creating the Katamari-inspired toon-shaded visuals for indie hit Catlateral Damage.
Console/PC, Indie, Art

Blog: How does open-source game development work? 2
by Gamasutra Community [08.19.14]
A quick-and-dirty but informative and interesting interview with the lead developers behind open-source, community-developed game Battle for Wesnoth about how that all works.
Console/PC, Indie, Programming, Production

Perfect World's profits double following strong free-to-play sales  
by Mike Rose [08.19.14]
Free-to-play giant Perfect World doubled its profits during the last quarter, thanks to sales increases in both its online PC games and mobile titles.
Console/PC, Smartphone/Tablet, Business/Marketing

SCEJ boss Hiroshi Kawano is leaving the company  
by Mike Rose [08.19.14]
Hiroshi Kawano, president and CEO of Sony Computer Entertainment Japan, will retire from the company at the end of this month.
Console/PC, Business/Marketing

Composition in level design: An in-depth examination 9
by Gamasutra Community [08.19.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Console/PC, Indie, Art, Design

EA Access tip of the spear for giving players new ways to pay 3
by Christian Nutt [08.18.14]
EA CEO Andrew Wilson says it's up to the game company to give different audiences different ways to pay for, and play, its games.
Console/PC, Business/Marketing

This Week in Video Game Criticism: From Critical Let's Plays to a History of Mobile Games  
by Zolani Stewart [08.18.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zolani Stewart on topics ranging from the rising tide of Youtube games criticism to a history of mobile games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Cloned at Birth - The story of Vlambeer's Ridiculous Fishing  
by Staff [08.18.14]
A centerpiece in the debate over the cloning of of games, developer Vlambeer shares the story of its award-winning Ridiculous Fishing -- a game that found success through sheer force of will.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The Pokemon Trading Card Game comes to iPad  
by Mike Rose [08.18.14]
Nintendo subsidiary The Pokemon Company explores what the company itself has yet to really try: Releasing a mobile game.
Smartphone/Tablet, Business/Marketing

Get a job: Wargaming America is hiring a Community Manager  
by Staff [08.18.14]
World of Tanks' North American publisher Wargaming America seeks an experienced community manager to work as a community liaison alongside the team in its Emeryville office.
Console/PC, Social/Online, Production, Business/Marketing, Recruitment

For developers, the hardest path yields more XP 4
by Gamasutra Community [08.18.14]
"Do not listen to people who are afraid of failure." -- that's the mantra of designer Mark Venturelli, who offers tips on the hard road to becoming a better game designer.
Console/PC, Indie, Design

A new perspective on the dark side of the 'race to the bottom' 24
by Alex Wawro [08.18.14]
One experienced indie developer has published a rant on his company blog that evinces some of the uncomfortable truths of the digital game market -- even as it eviscerates some of its participants.
Indie, Business/Marketing

Don't Miss: How Blizzard makes games like Diablo III Exclusive 20
by Christian Nutt [08.18.14]
How does Blizzard maintain its game quality? By refusing to compromise and by understanding that "core" and "casual" are not hard-and-fast distinctions, but two ends of a spectrum.
Console/PC, Design, Production, Exclusive

A guide to submitting to the Unity Asset Store 4
by Gamasutra Community [08.18.14]
From getting your package ready to submitting and updating, this guide to the Unity Asset Store should help you get started with your submissions.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing

The Indie Megabooth is bringing educational games to PAX Prime  
by Alex Wawro [08.18.14]
For the first time ever, the folks who run the Indie Megabooth are showcasing three educational titles in their PAX Prime exhibition.
Console/PC, Business/Marketing