Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 28, 2015
arrowPress Releases
January 28, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Perforce integrates P4D with Unity thanks to new open-source tool  
by Christian Nutt [01.27.15]
The popular version control package is now on the Unity store with a new, free, open-source integration tool.
Console/PC, Smartphone/Tablet, Indie, Programming

Get a job: Monolith Productions seeks a Lead Designer, Narrative  
by Staff [01.27.15]
Award-winning Middle-earth: Shadow of Mordor devs are hiring a lead designer for the narrative on its next project -- to take the game's story from conception to execution.
Console/PC, Design, Recruitment

Don't Miss: When AAA developers went indie to make Endless Space 8
by Jeff Spock [01.27.15]
Amplitude, creators of the space-based 4X indie game Endless Space, reflect on the game's journey from conception in a 4th-floor Paris apartment (no elevator) in 2011 to its final 2012 release.
Console/PC, Indie, Design, Production

Unreal Engine 4 arrives on Ouya 4
by Alex Wawro [01.27.15]
Unreal developers, take note -- you can now build Unreal Engine 4 games for the Ouya microconsole thanks to a new branch of the UE4 source code.
Console/PC, Production

Making mobile games in the era of the the 30-second hook  
by Gamasutra Community [01.27.15]
"We discovered is that the first 30 seconds are the most crucial. That became our most pressing concern -- how could we banish these preconceptions that our game was more than just a small experience on repeat?"
Smartphone/Tablet, Indie, Design

Considering renderer back-end architecture 1
by Gamasutra Community [01.27.15]
Rendering is "a very simple process at the very core," writes Timo Heinapurola. "The more complicated part is implementing the different effects and visibility algorithms that drive the back-end rendering process."
Console/PC, Programming

Brenda Romero and David Braben win prime GDCA 2015 awards  
by Staff [01.27.15]
2015 Game Developers Choice Awards organizers have revealed two of its special award winners: the Ambassador Award goes to Brenda Romero, and David Braben has been recognized with the Pioneer Award.
Console/PC, Business/Marketing, GDC

Growing a studio in a sustainable way - Q&A with CD Projekt Red Exclusive 1
by Alex Wawro [01.27.15]
Studio co-founder Marcin Iwiński and business development SVP Michal Nowakowski talk about what they've learned in growing CD Projekt Red from a one-game studio to an international powerhouse.
Console/PC, Business/Marketing, Exclusive

Different testing approaches for mobile games  
by Gamasutra Community [01.27.15]
An overview of what you need to know about testing your mobile game -- "a look at different mobile game testing approaches, as well as infrastructural and architectural aspects of mobile game testing."
Smartphone/Tablet, Production

Learn to write better sex, liars and mobile games at GDC 2015  
by Staff [01.27.15]
How to write better sex, liars and mobile games: GDC officials highlight a handful of great narrative-focused GDC 2015 talks.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Video blog: The characteristics of game boards  
by Gamasutra Community [01.27.15]
"While we usually think of boards in conjunction with boardgames, many video games also use the equivalent of boards, 'fields of maneuver.'" This video-led post dives right into this rich seam of game design.
Console/PC, Indie, Design

Road to the IGF: Alex Beachum's Outer Wilds Exclusive  
by Phill Cameron [01.27.15]
Creative Director Alex Beachum and Producer Sarah Scialli explain the process of taking a USC Masters Thesis project and turning it into one of the most unique games of the year.
Console/PC, Indie, Design, Exclusive

The Game Outcomes Project: What great teams do 5
by Gamasutra Community [01.27.15]
The Game Outcomes Project concludes its inaugural series of posts with a summary -- one that lists 40 factors that make for great teams, ordered from most to least relevant.
Console/PC, Production

Frontier Developments lays off staff as it launches new franchise 1
by Alex Wawro [01.26.15]
Elite: Dangerous developer Frontier Developments has laid off at least fifteen people as it refocuses development operations from its satellite studio in Halifax to its headquarters in Cambridge.
Console/PC, Business/Marketing

We want your Global Game Jam blogs!  
by Christian Nutt [01.26.15]
This past weekend, the Global Game Jam took place across over 500 sites around the world. Were you a participant? Blog about your experience and your game!
Console/PC, Smartphone/Tablet, Indie, Production

Does your mobile game or website comply with this new California law? 4
by Gamasutra Community [01.26.15]
"The new law requires these services to provide a mechanism by which minors can remove any information or content that they have posted on that service themselves (with a few exceptions)."
Social/Online, Smartphone/Tablet, Indie

Get a job: Be a UX Designer for Treyarch/Activision  
by Staff [01.26.15]
Activision-owned Treyarch is looking to bring on a user experience designer who can help build compelling, accessible interfaces for its games alongside the team in its Santa Monica, CA studio.
Console/PC, Art, Recruitment

Video: How Amplitude Studios tackles community-driven development  
by Staff [01.26.15]
At GDC Next 2014, Amplitude Studios' Jeff Spock spoke about how the studio practices open development by involving its fans, as well as the positive and negative lessons learned.
Indie, Business/Marketing, Video, Vault

Freelancers, contractors, and consultants don't work for free! 5
by Gamasutra Community [01.26.15]
A quick guide to working with outside collaborators: "Doing those 3 things above shows that you are a professional with a low budget, not a disillusioned idea person looking for free or cheap labor."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Don't Miss: David Cage's Indigo Prophecy postmortem 4
by David Cage [01.26.15]
In this classic 2006 Game Developer Magazine article, Indigo Prophecy/Fahrenheit creator David Cage writes candidly about what went right -- and wrong -- during the game's development.
Console/PC, Design, Production