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March 4, 2015
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How Creative Assembly Brought Fear To Alien: Isolation Exclusive  
by Simon Parkin [03.04.15]
Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how Creative Assembly focused on building a horror game, not an action game, through deliberate design choices.
Console/PC, Design, Exclusive, GDC

Weta Digital, Epic Games, and the future of film, games, and VR  
by Christian Nutt [03.04.15]
Weta Digital head of R&D Alisdair Coull and Epic Games CTO Kim Libreri talk about the creation of the Smaug VR demo, the convergence of film and games art, and the opportunity for devs in VR.
Console/PC, Indie, Business/Marketing, VR, GDC

Balance balls make better games? Tips from Swery65 1
by Leigh Alexander [03.04.15]
The always-spirited Swery65 offered a bevy of surprising and insightful development tips on everything from making better motion controls and creating more empathy to getting along with your team.
Console/PC, Programming, Design, Production, GDC

Teaching AI to eat with two hands from the fridge  
by Gamasutra Community [03.04.15]
"Granted, there are plenty of software systems more complex than this. So, wouldn't you concede, Dear Mr. Naysayer, that this task of eating out of the fridge was hard after all?"
Console/PC, Indie, Programming

Carmack's perspective on the future of mobile VR game development Exclusive  
by Alex Wawro [03.04.15]
Oculus CTO John Carmack spent nearly two hours today speaking to GDC attendees about the ups and downs of mobile VR development, and what developers can do to make better VR games.
Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive, GDC

Hands-on: Full-room SteamVR highly-impressive, even as a prototype  
by Kris Graft [03.04.15]
Valve Software was on hand at Game Developers Conference 2015, doing behind-closed-door demos of full-room SteamVR, and even in prototype form, the company's offering is already impressive.
Console/PC, Indie, VR, GDC

EA shutters venerable SimCity studio Maxis Emeryville 3
by Alex Wawro [03.04.15]
The venerable studio, originally founded as Maxis Software in 1987, has been shut down as EA consolidates ongoing development of The Sims and SimCity to its other Maxis satellite studios.
Console/PC, Business/Marketing

Xbox's vision for a cross-platform future 2
by Simon Parkin [03.04.15]
Microsoft plans to create a single, unified platform for game developers with the forthcoming launch of Windows 10, which will have Xbox Live integration to allow for cross-play across devices.
Console/PC, Smartphone/Tablet, Programming, Design, Production, GDC

Analyzing Monkey Island 2 puzzle dependencies and game balance 2
by Gamasutra Community [03.04.15]
"What makes a good puzzle chain? How can charts and graphs help you get the right feeling if the puzzles you wrote work as intended concerning the overall game experience?" This post answers that question.
Console/PC, Indie, Design

Epic's Sweeney: Unreal Engine is at the epicenter of a graphics-intense future 9
by Christian Nutt [03.04.15]
At GDC this morning, Epic Games founder Tim Sweeney gave a talk that essentially had one main point: As realtime, photorealistic graphics rise in importance, Unreal Engine will be at the forefront of that movement.
Console/PC, Programming, GDC

Blog: You don't always have to commit 4
by Gamasutra Community [03.04.15]
"In games, it feels like when you make something, it is supposed to be all the way. That if you make horror, the horror has to be pitch-black... but the world doesn't work in absolutes."
Indie, Design

Unity won't be sold, and is planning for a VR future: John Riccitiello speaks  
by Christian Nutt [03.04.15]
Unity's CEO holds court with Gamasutra, dismissing the possibility of an acquisition, charting the future of the engine, and talking about what sets the company apart. Oh, and yeah, he talks pricing.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing, GDC

Complexity and complication in game design (Also: Why I love Go) 2
by Gamasutra Community [03.04.15]
"Let me tell you about Go. The rules are very, very simple. The possibilities, the implications of each single move, are more than any human can grasp."
Console/PC, Design

Games as a service company PlayFab raises $7.4 million  
by Phill Cameron [03.04.15]
Playfab, a cross-platform tool provider to enable games to better operate as service, has secured further funding.
Smartphone/Tablet, Business/Marketing

Corona Labs releases its mobile SDK for free 1
by Phill Cameron [03.04.15]
As part of their acquisition by Fuse Powered, Corona Labs has announced their mobile SDK is now free.
Console/PC, Business/Marketing

Perforce Software launches Helix collaboration platform  
by Phill Cameron [03.04.15]
Popular version control software Perforce has launched Helix, a larger-scale collaboration platform.
Console/PC, Production

Postmortem: Failbetter Games' Sunless Sea  
by Alexis Kennedy [03.04.15]
Failbetter Games co-founder Alexis Kennedy takes you behind the scenes of what went right (and wrong) during development of the studio's darkly comedic roguelike game Sunless Sea.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Our tutorial doesn't work. What next? 10
by Gamasutra Community [03.04.15]
A redesign blog: "How many people got overwhelmed and just stepped away because of the sheer number of tutorials? We have no way of knowing."
Smartphone/Tablet, Design

Sony's Project Morpheus release window announced  
by Kris Graft [03.03.15]
During Game Developers Conference week, Sony announced a commercial release date for its virtual reality headset, codenamed Project Morpheus.
Business/Marketing, GDC

Valve chases VR and in-home game streaming with new hardware  
by Alex Wawro [03.03.15]
Valve is keeping busy at GDC this year with debuts of a Steam Link set-top streaming box, a final Steam Controller, a fresh crop of Steam Machines and a new motion-tracking system known as Lighthouse.
Console/PC, Business/Marketing