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May 27, 2015
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May 27, 2015
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  Smooth moves: Designing VR games that won't make players sick Exclusive
image Gamasutra chats with a few VR game designers to figure out what they've learned about not making people sick, and how other developers can apply those learnings to their own projects.
  Bloodstained's female lead, Miriam, reflects the game's audience
image "I think having a female hero is more motivating to male gamers, and I think women would like to control a female avatar, too," Koji Igarashi says in a new interview.
  Oculus acquires Surreal Vision, a startup that brings the real world to VR
image Startup brings tech that allows VR to scan and represent the real world -- what it calls "state-of-the-art 3D scene reconstruction algorithms."
  Get a job: Be an Art Director for Gearbox Software
image The studio that brought the world Borderlands and Aliens: Colonial Marines is looking for an art director to work on an "exciting unannounced project" at its Plano, Texas offices.
  Video: Making games you play for years - A Clash of Clans postmortem
image Speaking at GDC 2015, Clash of Clans developer Jonas Collaros took a shot at deconstructing the hit game's development history and asking: what lessons can developers learn from Supercell's Clash?
  Capcom doubles down on HD remakes to escape its revenue slump
image Capcom is focusing on HD remakes after managing to raise its profits during the 2015 fiscal year despite a steep drop in revenue -- thanks to cost-cutting efforts like focusing on digital over retail.
10 Don't Miss: The Pac-Man Dossier Exclusive
image What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
  Nintendo of America promotes its indie devs with a Humble Bundle
image The folks behind Humble Bundle have partnered with Nintendo to sell a pack of 3DS and Wii U games from indie teams like Choice Provisions and Drinkbox Studios at pay-what-you-like prices.
  Blog: Why don't developers buy and sell intellectual property, much like other assets?
image "It makes sense to have multiple IPs all generating revenue. So why are we stuck in the consensus that only publishers are allowed to be in the business of buying and selling IP? Especially when anyone can."
  Learning lessons from Goat Simulator's performance in the press
image An in-depth analysis: "With Goat Simulator having recently announced its zombie DLC, this is a great opportunity to look at how the game has done in terms of media presence."
4 Blog: Core players and energy mechanics - they don't mix
image "Our ambition was (and is) to make THE shooter on mobile. And we went after free-to-play. And we botched it. We botched the energy mechanic... by using it at all."
  Can you analyze your smartphone game's potential success, up-front?
image A quick method to estimate how much potential for success your game has: By crawling the data, and analyzing the success of similar competitors.
1 Spotlight on Inti Creates, the studio behind Mighty No. 9 and Bloodstained
image Inti Creates spent the 2000s making Mega Man games, but has been reborn as its own publisher and developer for high-profile Kickstarter titles. Gamasutra talks to CEO Takuya Aizu.
1 Making the whimsical Monster Mingle: 2D art process and more
image Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
  This Week in Video Game Criticism: From Polybius to pixel art
image This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from the legend of Polybius to a response to Blake Reynolds on the contemporary reception of pixel art.
  Video: Using a real-time feedback system to make better games
image Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica helped the studio make a better game.
5 Our strange journey: Industry vets go from premium mobile to Steam hopeful
image "So what did we learn together here? Donít be afraid to ask for what you want, as long as youíre being honest and arenít being greedy. Sometimes even if you donít think it can happen, life can surprise you."
3 Adding female Kerbals: The art iteration process
image "After overcoming all the challenges that the design exposed, Val felt like an already member of the Kerbal Universe. She become, as stated at the beginning of the post, more than polygons and textures."
2 Postmortem of the jam process: Looking back at our Ludum Dare meetup
image "Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."
11 Design 101: Complexity vs. depth
image "You might be seriously worried that the game simply wonít be deep enough to meet your design goals without the added complexity. Thatís a valid concern. Not once have I ended up adding the complexity back in."
2 Sunset: Not that seventies style
image Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
8 Don't Miss: What does a game designer do, exactly?
image In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
  Get a job: Be a Cinematic Artist for Telltale Games
image The studio responsible for (among other things) Game of Thrones and The Walking Dead are aiming to hire a cinematic artist to join the team at Telltale's San Rafael, CA office. There will be a test.
3 Video: Designing an immersive user interface for Hearthstone
image Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
7 Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive
image 35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.

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  Discussing Positive False Choices in Game Design
by Josh Bycer
The concept of false choices is revisited in today's post, but looking at when things are too good...
  Leading By Emotion
by Sande Chen
In this article, game designer Sande Chen wonders about the role of emotions in designing a game.
  Design Challenges for Virtual Reality Games
by Martin Pichlmair
This article is a quick summary of current challenges in VR based on how they manifested during the...
1 From the trenches - Design politics
by Alvaro Vazquez de la Torre
Real-world design is not how is depicted in books. Most of the time you need to deal with company...
  Lessons Learnt from Forgetting to Save
by Megan Hughes
Keith Boshoff - co-founder of RetroEpic Software - shares his thoughts on the lessons he's learnt...

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arrowPress Releases
May 27, 2015
PR Newswire
View All
Games Press
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Agni Interactive, Inc
Agni Interactive, Inc Agni Interactive is a creative content development company focusing on bringing our clientsí 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?
SomaTone Interactive Inc.
SomaTone Interactive Inc. SomaTone Interactive (STi) is the leading provider of premium music, sound design, voice-over, and audio integration services for gaming and interactive entertainment companies. With over 1000 games to our credit over our 10 year history, including top s
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.
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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Postmortem: Reverie
image Rowan McDonald looks back on the collaborative student project Reverie, a narrative-focused first-person adventure game powered by the Oculus Rift.
What is a Concept Artist?
image In this excerpt from The Big Bad World of Concept Art for Video Games, Eliott Lilly explains what a concept artist really does and sheds light on the harsh realities of the industry.
Postmortem: Algonquin College's Capstone Project
image Ryan Schmidt reflects on his experience with Algonquin College's Capstone project, a team-based initiative that sees students collaborating over the course of three semesters.