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June 29, 2015
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June 29, 2015
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  Q&A: How your games can find players, on recommendation site Product Hunt
image Gamasutra speaks to Russ Frushtick, head of the Product Hunt games category, which is currently in beta -- about the site's hopes to connect developers to players.
  Toys and games come together, as Disney merges divisions
image Disney Infinity is having a big effect on the company, and its consumer products and interactive divisions are becoming one.
  Shigeru Miyamoto isn't deeply involved in the Nintendo NX's design
image "I’ve pulled myself back out of some of the hardware section... Of course I am observing and looking at the hardware, but I am not actively participating and making decisions."
2 Fallout Shelter's success is shaking things up at Bethesda
image "First and foremost, we're continuing to look more and more at doing things in the space that make sense on their own. Because we don't really control who in the mobile space is going to decide to play your game."
  Video: The physics of proper pole control in Super Pole Riders
image At GDC 2015, Bennett Foddy talks about the problems he faced in designing the physics of the pole-vaulting and ball-kicking mechanics in his fiendish multiplayer game Super Pole Riders.
  Get a job: Red 5 is hiring an experienced Audio Programmer
image Firefall developer Red 5 Studios is on the hunt for a senior audio programmer to join the team at the studios' Irvine, CA offices and work on designing, implementing and debugging audio systems.
  Budgeting for the most successful Kickstarter in video game history
image Castlevania veteran Koji Igarashi made $5.5 million for Bloodstained, and there are a lot of lessons to be learned from how he did it. Here's an analysis based on an extensive conversation with him.
  Mojang closes the book on Scrolls
image Minecraft developer Mojang is wrapping up work on its strategic digital card game Scrolls, noting in a farewell post that the game's servers will be kept online through at least July of next year.
1 Report: 24% of games in Steam's Summer Sale generated 94% of revenue
image Sergei Galyonkin, developer of the Steam Spy analytics platform, has published a blog post that offers developers some intriguing insight into Valve's most recent Steam Summer Sale.
4 Don't Miss: Blizzard's Diablo II postmortem, 15 years later
image 15 years ago this week, Blizzard released Diablo II. Celebrate by reading EP Erich Schaefer's account of what went right and wrong during development of one of Blizzard's most impactful games.
  Nvidia deconstructs its VR game rendering tech for developers
image Nvidia continues to pitch devs on its VR tech with a technical deep dive into its "Gameworks VR" suite of virtual reality rendering tools written by a former Sucker Punch graphics programmer.
2 Taking your game the direction it wants to go, and finding an audience
image A postmortem of Lemma, a first-person, voxel-based game which evolved during its production and eventually found an audience on Steam, thanks, in part, to YouTubers.
11 Rewarding failure, and focusing on control in platformer design
image Rude Bear Resurrection focuses on tight control and on letting players -- all players -- make it through its masocore gameplay experience. Developer Alex Rose details both in this blog.
  This Week in Video Game Criticism: What's old is Shenmue again
image This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from reactions to Shenmue 3's Kickstarter to Tale of Tales' decision to take a break from game development.
4 Why did the ending of Mass Effect 3 sink the audience's opinion of the whole series?
image "One has to wonder if the game would have benefitted from some kind of more enjoyable coda or epilogue. Going into that fun experience for just a few minutes might have made a large difference."
1 Getting the music right: Atmospheric vs. ambient
image "Most importantly, figure out if you want just atmospheric sounds to make your soundtrack, or if subtle ambient music should be used instead."
4 Designing a mobile game technology stack
image "We have invested a lot of time in building a solid platform before even thinking about game ideas. Our goal was to be able to develop games in a short period of time by sharing the underlying technology stack."
10 6 lessons from developing Schell Games' VR project, I Expect You To Die
image Jesse Schell shares what he and his team learned while developing VR spy thriller I Expect You To Die -- created after his years of experience in the medium, dating back to the 1990s.
  Innovative VR ideas from Oculus jam winner Bazaar
image Bazaar won a silver prize at the Oculus VR jam, and now its developers share ways the 100% gaze-controlled game leads the player -- techniques you could use in your own VR game.
1 Get a job: Hangar 13 is hiring an experienced Level Architect
image Novato-based Hangar 13, the newest 2K Games studio, seeks a seasoned level architect to join the team working on designing 3D environments and optimizing game levels in its Novato, CA offices.
17 Devs work with Apple to restore games cut for Confederate flag use
image After a surprise culling yesterday, reports are coming in from affected developers that Apple is allowing games with Confederate flag imagery back on the App Store -- with some caveats.
1 Video: How Bungie built the technology to render Destiny
image At GDC 2015, Bungie's Natalya Tatarchuk cracks open the renderer Bungie developed for its striking, open-world cross-platform shooter Destiny to show fellow developers how it works.
16 Don't Miss: Classic Easter egg saboteurs, smugglers and stowaways
image Developer Jamey Stevenson examines how and why Easter eggs came to be hidden in games from the likes of Maxis, Naughty Dog, Nintendo and Atari in this classic 2011 feature.
2 Robbie Bach remembers lessons learned from a decade leading Xbox
image In a new interview with Polygon to promote his book, former Xbox chief Robbie Bach shares some interesting anecdotes about what it was like behind-the-scenes at Microsoft during the Xbox and 360 eras.
  Composing adaptive music for games: Advanced concepts in Elias
image A veteran composer breaks down an exciting new tool: "Elias, like a good video game, is easy to use but difficult to master. This is a new type of tool with some new features."

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10 Making Great VR: Six Lessons Learned From I Expect You To Die
by Jesse Schell
A collection of VR tips from Jesse Schell, a 20 year VR veteran, featuring examples and...
4 Why Did the Ending of Mass Effect 3 Sink Our Opinion of the Whole Series?
by Jamie Madigan
What do the ending of the Mass Effect series and a painful medical procedure have in common? They...
1 Getting/Making Game Music that Fits - Comparative Music Series - Atmospheric vs Ambient
by Harry Mack
Tips for new audio designers composing video game music out of their comfort zone. Useful for...
11 Rewarding Failure – Super Rude Bear Resurrection
by Alex Rose
Tackling issues with hardcore platformers - how it's possible to make them beatable by newbies...
5 Pointless Grind
by Matthew Jenkin
A common approach to the complaint of grinding in RPGs is adding rewards or achievements for those...

[Read More]

arrowPress Releases
June 29, 2015
PR Newswire
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Games Press
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Agni Interactive, Inc
Agni Interactive, Inc Agni Interactive is a creative content development company focusing on bringing our clients’ creative vision to life through concept art/pre-production, production art services, mobile game design and development services. Our clients include DeNA, Storm8
Exis, LLC
Exis, LLC XCOM, CIV, Bioshock Infinite, World of Tanks, the list goes on.Top publishers and defense contractors count on Exis to deliver their assets. Why not join them, and get the best art possible for your projects?
Zvky Design Studio
Zvky Design Studio Zvky Design Studio, is a next-gen entertainment design firm based in the "silicon valley of India". We are a "Quality First" studio where we focus our passion, energy and skills to deliver exemplary next-gen art for all platforms.
Guenther & Associates
Guenther & Associates A CPA Firm that provides Specialized Accounting, Legal and Tax Services to the Video Game Industry.
Clean Cuts Music & Sound Design
Clean Cuts Music & Sound Design Clean Cuts is an award winning audio facility with over 25 years of experience in original music composition, custom sound design, audio implementation, and voice over casting. We have 14 audio suites, 16 sound designers, and staff 3 full-time composers.
Flippy Fox Studios
Flippy Fox Studios Flippy Fox Studios is a game development company located in Orange County California. We specialize in AAA Game Software Engineering. We help you ship your games!
Roboto
Roboto Roboto is a young art production studio with AAA game development in its DNA. We are dedicated to creating excellent art quality and providing a reliable service at competitive rates

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Excerpt: Unity in Action
image Joseph Hocking explains how to create convincing skyboxes using Unity in this excerpt from his newly released book Unity in Action.
Results from Game Design Challenge: Twin-Stick Test
image Game Career Guide's readers draft a series of creative games in which two analog sticks control two distinct in-game elements as part of our latest Game Design Challenge.
Postmortem: Spellblade
image Marcelo Spiezzi Raimbault explains what went right and what went poorly during the development of Spellblade, a run-and-gun shooter created at SMU Guildhall by a team of 4 students.