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November 28, 2015
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November 28, 2015
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Why you should participate in game jams 1
by Gamasutra Community [11.27.15]
Lots of reasons, including: "Making prototypes, you will find a lot of tools and tricks that you can use on later prototypes or full games because you already tried them and know what they are best suited for."
Indie, Production

Don't Miss: 20 fun facts about hex grids 29
by Gamasutra Community [11.27.15]
In this light-hearted 2014 post, a studio shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production

Animating 3D character movement in Unity 1
by Gamasutra Community [11.27.15]
A post on using Unity and Mecanim to animate a character -- and getting it to look right -- within a 3D adventure game.
Console/PC, Indie, Programming, Art

Rejoice! Namco's patent on loading screen minigames expires today 25
by David Hoppe [11.27.15]
For 20 years, Namco has held a dubious patent on ďauxiliary gamesĒ that play while the main game loads. The patentís period of exclusivity finally runs out today.

Classic Postmortem: Ratchet & Clank GDMag Exclusive  
by Ted Price [11.27.15]
The PS2 platformer was released 12 years ago this month. Insomniac Games CEO Ted Price wrote this detailed postmortem of the game's development for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

UK publisher Mastertronic declares bankruptcy 1
by Chris Kerr [11.27.15]
UK publisher Mastertronic has declared bankruptcy after an investment deal brokered earlier this year fell through.
Console/PC, Indie, Business/Marketing

PlayStation 4 remote play heading to PC and Mac  
by Chris Kerr [11.27.15]
You'll soon be able to use Sony's Remote Play service to play PS4 games on your PC or Mac, according to Sony's Worldwide Studios president, Shuhei Yoshida.

RTS design: Economics and player agency 1
by Gamasutra Community [11.27.15]
"The more options players have to succeed in an RTS game, the more players will engage with that game. There are a number of facets to this, but Iíd like to look at game economies first."
Console/PC, Design

Video blog: LittleBigPlanet composer Winifred Phillips on game music  
by Gamasutra Community [11.27.15]
The composer for God of War and the LittleBigPlanet franchise gives an in-depth interview on her craft as part of an upcoming game music documentary, which she shares in this blog post.
Console/PC, Audio

Porting 80 Days to Unity: A technical look back 2
by Gamasutra Community [11.27.15]
When Inkle sought to port its native-app mobile hit to Unity, it brought on ex-Rocksteady console programmer Ben Nicholson. He writes here about the technical challenges of getting the game up and running in a new engine.
Console/PC, Smartphone/Tablet, Indie, Programming

A very indie Thanksgiving 1
by Gamasutra Community [11.26.15]
"There are many other people in the game industry whose efforts make this possible, and they receive little thanks for their work. I'd like to draw attention to some of these unsung heroes."
Indie, Business/Marketing

Don't Miss: Avalanche's model for video game boat physics 13
by Jacques Kerner [11.26.15]
In this 2014 feature Avalanche senior coder Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat" in this meaty programming piece.
Console/PC, Programming, Art, Design, Production

Blog: The fanatic and his RPG 1
by Gamasutra Community [11.26.15]
"In early 2004, a middle-aged man with the Fallout-derived moniker 'Vault Dweller' wrote a brief forum post that began, 'Long story short, Iíve decided to make a game...' By late 2015, he had posted some 30,000 more messages."
Indie, Design, Production, Business/Marketing

Classic Postmortem: Star Wars Rogue Leader: Rogue Squadron II GDMag Exclusive  
by Thomas Engel [11.26.15]
Factor 5's arcade-style action game was release 14 years ago this month. Here's an in-depth postmortem that first appeared in Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Blizzard quadruples Hearthstone World Championship prize pool  
by Chris Kerr [11.26.15]
The prize pool at next year's Hearthstone World Championship, which sees 16 players compete to become world champion, has been increased to $1 million.
Smartphone/Tablet, Business/Marketing

Solo iOS dev by an AAA vet: Lessons learned along the way 2
by Gamasutra Community [11.26.15]
"Swing Racers is a 3D racing game on iOS where you pull your car around the house with a rubber band -- the idea came from a dream I had. Hereís a write-up on the things Iíll do differently on the next project."
Smartphone/Tablet, Design, Production, Business/Marketing

The technical composer: Using Elias for adaptive music in games  
by Gamasutra Community [11.26.15]
"In this article I am going to set up the system in Elias, along with a new feature called 'tonal stingers' which allows us to add leitmotifs to our music."
Console/PC, Indie, Audio

On Thanksgiving, what are game devs thankful for? 1
by Staff [11.26.15]
It's the Thanksgiving holiday here in the U.S., and on Twitter, we asked devs to tell us what they're thankful for. We've compiled a list of responses -- feel free to add yours!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Video: How to become fireproof - Surviving internet negativity 1
by Staff [11.25.15]
Harper has braved YouTube comments and forum posts for years, and using logic and empathy, this GDC 2014 talk helps you craft mental armor that can resist flames and save money on therapy bills.
Console/PC, Indie, Business/Marketing, Video

Get a job: Sanzaru Games seeks a Lead Designer  
by Staff [11.25.15]
"The Lead Designer will be responsible for spearheading the creation of gameplay systems, narrative, scenario authoring, and quality for our upcoming projects. This role will also include directing other designers."
Console/PC, Design, Recruitment