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September 30, 2014
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September 30, 2014
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Uncertainty leads to the best horror games, says Resident Evil creator 1
by Mike Rose [09.30.14]
"The horror experience is most scary when the player really isnít sure whether their character is going to live or die." - Shinji Mikami, best known as the creator of the Resident Evil series, discusses what he believes makes horror stories the most tense.
Console/PC, Business/Marketing

There is a Tetris sci-fi movie in the works  
by Mike Rose [09.30.14]
With all the movie adaptations of video games that have popped up over the years, it was only a matter of time before someone tried to turn Tetris into a movie.
Console/PC, Business/Marketing

Grand Theft Auto music vets found new audio production company  
by Mike Rose [09.30.14]
Craig Conner and Will Morton, previously senior audio designers at Grand Theft Auto studio Rockstar North, have left the company to found their own audio production company.
Console/PC, Business/Marketing

Blog: What indie developers can learn from The Making of Karateka  
by Gamasutra Community [09.30.14]
"The parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding story of struggle and success."
Console/PC, Indie, Design, Production

Blog: Learning games marketing from one of the greats  
by Gamasutra Community [09.30.14]
"Donít bore your fans. Donít bore potential customers. Donít bore publishers. No one will be bored into buying your game, vision or company."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Beautifully economic art: How 80 Days did it 4
by Gamasutra Community [09.30.14]
How the 80 Days devs generated great-looking art on the cheap: "What art style can we use that's economical, practical, beautiful and expressive? From where can we draw inspiration?"
Console/PC, Smartphone/Tablet, Indie, Art, Production

Blog: How RPGs got me through my parents' divorce 3
by Gamasutra Community [09.29.14]
"At a time of life when my world was unravelling and shrinking, the game world provided a place of vast exploration."
Console/PC, Indie, Business/Marketing

Get a job: Wicked Loot is hiring a 3D Artist & Animator  
by Staff [09.29.14]
Wicked Loot is seeking "an experienced lead 3D artist to join the team and help define the artistic vision for our games on PC and mobile."
Console/PC, Smartphone/Tablet, Art

Don't Miss: The very good reasons for Bennett Foddy's mad Speed Chess Exclusive 3
by Leigh Alexander [09.29.14]
"I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
Console/PC, Indie, Design, Exclusive

This Week in Video Game Criticism: Into the Loot Cave of Destiny  
by Zach Alexander [09.29.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the danger of stereotypes to the Loot Cave of Destiny.
Console/PC, Social/Online, Indie, Design

The designer's production guide 1
by Gamasutra Community [09.29.14]
How to remove "much of the risk of creating a monster concept that would, ultimately, eat your company, money, and team."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production

A dev's view of the White House Game Jam  
by Gamasutra Community [09.29.14]
"By bringing together developers with a variety of roles and from a variety of places, the organizers have enlivened the conversation of what it means to make educational games."
Console/PC, Indie, Production

So they made you a lead. Now what? 13
by Gamasutra Community [09.29.14]
Double Fine's Oliver Franzke on leading a team: "What to do after you get promoted into a leadership position should be a trivial question to answer, but in my experience the opposite is true."
Console/PC, Production

Analysis: Clash of Clans vs. Boom Beach - The habit 6
by Gamasutra Community [09.29.14]
"The lower retention numbers of Boom Beach definitely go in line with that research and it is really hard to believe there is no one at Supercell taking notes."
Smartphone/Tablet, Design

Nintendo's ex-indie head Dan Adelman reveals his next move 1
by Mike Rose [09.29.14]
Dan Adelman, formerly the guy behind Nintendo's connections with indie devs, has revealed that he's working on PlayStation-exclusive Axiom Verge.
Console/PC, Indie, Business/Marketing

Blog: Emotional parameters 1
by Gamasutra Community [09.29.14]
"I was wondering how feasible it might be to have a whole new group of more abstracted parameters that reflected things like how the player felt."
Console/PC, Audio

Blog: No fun 21
by Gamasutra Community [09.29.14]
"As a player, I want games to engage my personality, not just my reflexes or wits. As a player, I want games to change me as any form of art does. As a player, I don't want to have fun every single time I play."
Console/PC, Smartphone/Tablet, Indie, Design

The story behind Gear VR, and why Oculus wants to go mobile Exclusive 12
by Christian Nutt [09.29.14]
Oculus' partnership with Samsung for Gear VR means that mobile is a priority for the company -- and it has John Carmack on board. We sit down with Oculus VP of mobile, Max Cohen, to find out more.
Smartphone/Tablet, Business/Marketing, Exclusive, VR

Devs share a little more data on Steam Discovery 3
by Christian Nutt [09.26.14]
Developers are beginning to share more data on the effects of the new Steam Discovery system, including its curation elements. What effect is it having on their visits?
Console/PC, Indie, Business/Marketing

Get a job: Fun Bits Interactive is hiring a Senior Engine Programmer  
by Staff [09.26.14]
Want to take on the challenge of leading development of a console game engine? Seattle-based Fun Bits Interactive (Escape Plan) is hiring.
Console/PC, Programming, Recruitment