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March 28, 2015
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Updates » Console/PC
Valve debuts Source 2 for free in bid to compete with Epic, Unity 11
by Alex Wawro [03.03.15]
Valve is officially debuting its long-rumored Source 2 engine at GDC this week alongside a host of other new technologies, and it's expected to launch at a competitive price: free.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Storybricks shuts down in the wake of SOE sale 3
by Alex Wawro [03.03.15]
The developers of the Storybricks artificial intelligence engine are closing up shop and moving on to other projects after parting ways with Daybreak Game Company (formerly SOE) and Everquest Next.
Console/PC, Business/Marketing

The secrets behind This War of Mine's emotional impact Exclusive 1
by Leigh Alexander [03.03.15]
11 Bit Studios Pawel Miechowski talks about how disrupting players' expectations, studying their decision-making process and creating opportunities to imagine helped make This War of Mine acclaimed and impactful.
Console/PC, Indie, Programming, Design, Exclusive, GDC, IGF

Writing presence: How good storytelling helps a VR game feel real Exclusive 2
by Alex Wawro [03.03.15]
It's hard enough to make a VR game that's comfortable and satisfying to play for extended periods of time; how do you tell a good story in the process -- and why should you bother?
Console/PC, Indie, Design, Exclusive, GDC

Is the game to blame? Video game playing and anti-social behavior 13
by Gamasutra Community [03.03.15]
"Nearly all studies that claim the playing of violent video games leads to more anti-social behavior highlight correlations and not causation. I donít believe any study has ever demonstrated absolute causality."
Console/PC, Business/Marketing

Don't Miss: My hardest bug ever 31
by Gamasutra Community [03.03.15]
A coder on the original Crash Bandicoot explains how his first big game almost shipped with a destructive save-wiping bug -- and how he and the team at Naughty Dog eventually solved it.
Console/PC, Programming, Design

Narrative tips for mobile games Exclusive  
by Leigh Alexander [03.03.15]
Veteran multimedia narrative designer Christy Marx offers key takeaways from her experience with Zynga's CastleVille for telling stories in mobile games, with all their challenges and limitations.
Console/PC, Social/Online, Indie, Design, Production, Exclusive, GDC

How I broke into the game industry and became a designer 16
by Christian Nutt [03.03.15]
This blog post from 2K Games designer Harrison Pink slaughters misconceptions about what it means to work in the game industry while offering a personal look at what it takes to get a job in triple-A.
Console/PC, Design, Recruitment

Unity focuses on small teams doing big things at its GDC event 1
by Christian Nutt [03.03.15]
Unity's GDC press conference was geared toward not just showcasing Unity 5, but marrying the company's longtime message of democratized development with a focus on how damn good Unity games can look.
Console/PC, Smartphone/Tablet, Indie, Programming, GDC

The successor to OpenGL has a name: Vulkan  
by Alex Wawro [03.03.15]
It's the next generation of OpenGL, and like OpenGL it will be an open standard; unlike OpenGL (with its OpenGL ES variant) Vulkan will natively support mobile platforms.
Console/PC, Programming

Unity 5 released with upgrades, full-featured free version 57
by Christian Nutt [03.03.15]
This morning, Unity released the latest version of its engine, which it announced a year ago -- and Gamasutra talks to CEO John Riccitiello about the competition, and his plans for the company.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Business/Marketing

5 game design lessons learned playing Grim Fandango Remastered  
by Gamasutra Community [03.03.15]
"We all have favorite games and within those games, moments that make them special. Thanks to the release of Grim Fandango Remastered, Iím able to relive that journey."
Console/PC, Indie, Design

'But it's not historically accurate!' - Diversity in historical games 52
by Gamasutra Community [03.03.15]
"If the perception that a straight, white male cast is 'historically accurate' can be dismantled with a little research, where does that common perception come from?"
Console/PC, Indie, Art, Design

Man in the Moonbase: History of a clandestine project 3
by Gamasutra Community [03.03.15]
How Humongous Entertainment's Moonbase became cult-hit Moonbase Commander: A slice of untold game industry history from someone who was there.
Console/PC, Production, Business/Marketing

Exploring what it takes to make a funny game Exclusive 3
by Alex Wawro [03.02.15]
Why is comedy in games so rare -- and so hard to get right? Developer Zoe Quinn took the stage at GDC today to explore the topic and offer fellow developers a few potential ways to make funny games.
Console/PC, Indie, Design, Exclusive, GDC

Autodesk enters the game engine business at GDC 7
by Alex Wawro [03.02.15]
3ds Max maker Autodesk is making its first foray into the game engine business this week at GDC in San Francisco, where it will demo its upcoming Stingray engine to developers on Wednesday afternoon.
Console/PC, Business/Marketing

What to do before you start building a free-to-play game Exclusive 3
by Alex Wawro [03.02.15]
Ethan Levy explores better ways to design F2P games and reminds F2P developers to be as rigorous in their business design as their are about their game design.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive, GDC

How Divinity: Original Sin resurrected a fallen series Exclusive  
by Simon Parkin [03.02.15]
At GDC 2015, Swen Vincke, creative director of the critically acclaimed co-op role-playing game Divinity: Original Sin, described how the game brought Larian Studios back from the brink of disaster.
Console/PC, Design, Production, Exclusive, GDC

500 games launched per day on iOS last year (and other digital sales facts) 9
by Kris Graft [03.02.15]
With digital marketplaces becoming increasingly crowded, Mike Rose, of tinyBuild dug into the current state of indie sales expectations for digital platforms.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

This Week in Video Game Criticism: From the Semiotics of PlayStation to the Pitfalls of Jiggle Physics  
by Riley MacLeod [03.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Riley MacLeod on topics ranging from a look back at the first PlayStation controller to the pitfalls of jiggle physics.
Console/PC, Indie, Design