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March 2, 2015
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March 2, 2015
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Updates » Console/PC
How do you choose the consoles you release on? A publisher's advice  
by Gamasutra Community [02.11.15]
"The decision to release on a certain console is something you should only make after you reach out to every major platform holder and get them to take a look at your game." This, and much more advice, inside.
Console/PC, Indie, Production, Business/Marketing

Game Design Deep Dive: The save system of Alien: Isolation Exclusive 11
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive

Valve: Stop promising Steam keys for Greenlight votes 4
by Christian Nutt [02.10.15]
In a new announcement posted to the Greenlight Developer's Group, Valve has asked developers to stop promising players keys once games get Greenlit.
Console/PC, Indie, Business/Marketing

Peter Molyneux in the hotseat over Godus promises 23
by Christian Nutt [02.10.15]
The storied, award-winning designer and former Microsoft executive is finding that working for Kickstarter backers and Early Access fans presents challenges he never anticipated.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, Video

Alien: Isolation leads this year's list of BAFTA nominees  
by Alex Wawro [02.10.15]
Creative Assembly's Alien: Isolation narrowly beat out competition from Far Cry 4 and Monument Valley to claim the greatest number of nominations for the 2015 BAFTA awards.
Console/PC, Business/Marketing

Sponsored: 5 Ways to Deliver a Great Game Experience
by Staff [02.10.15]
How do you keep players playing (and paying) over the long term? Join Limelight Networks as it presents results of its first annual Consumer Gaming Trends survey report in an upcoming webinar.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Sponsored Article

Don't Miss: How the writer of Fallout 3 revitalized a legacy 10
by Chris Remo [02.10.15]
In this classic Q&A, Fallout 3 writer Emil Pagliarulo shares his thoughts on the craft of game writing and the challenges he faced in designing the narrative of a new Fallout game.
Console/PC, Design

Why having 'something to lose' helps you create better games Exclusive 16
by Leigh Alexander [02.10.15]
At a recent festival in Belgium, Adriaan de Jongh talked about the recent closure of his studio -- and how a stable, comfortable environment for dev teams may actually inhibit risky, experimental work.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Exclusive

World Zombination studio nets $6M from Oculus and Riot investors  
by Phill Cameron [02.10.15]
Massachusetts-based mobile studio Proletariat Inc. has secured $6 million in funding from Oculus investor Spark Capital, Riot Games investor FirstMark, Atlas Ventures and other funding partners.
Console/PC, Indie, Business/Marketing

Thinking big, while staying small 1
by Gamasutra Community [02.10.15]
"You donít need to be a huge company to add branding to your games. All you need is a clear logo, and 5 minutes to paste it, yet so many small team developers are not doing it. Why not?"
Console/PC, Indie, Business/Marketing

How Portal 2 inspired our custom-made 3D level editor 4
by Gamasutra Community [02.10.15]
Taking inspiration from Portal 2, these devs created a powerful but simple-to-use level editor that still allows for the flexibility they need. Find out how.
Console/PC, Indie, Design, Production

Blog: The homogenization of the game industry 18
by Gamasutra Community [02.10.15]
"The direction we are heading would mean every game would be a multiplayer FPS where you need to build your machine gun out of tree and rock parts while being chased by zombies / robots / pirates / ninjas / bad guys."
Console/PC, Indie, Business/Marketing

See the future of game developer education at GDC 2015  
by Staff [02.10.15]
GDC officials highlight a handful of cutting-edge GDC 2015 talks from industry experts that directly challenge popular assumptions about what game education should be.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

Trying out Twine 2 2
by Gamasutra Community [02.10.15]
"This I think is Twine 2's greatest feature -- comfort. Being able to curl up on the sofa and just have ideas whilst you type. Being able to pull your Twine out of your bag and make adjustments when you think of something new."
Console/PC, Indie, Design

'I do and I understand': Turning your ideas into games 12
by Gamasutra Community [02.10.15]
"You don't learn how to ride a bike from a lecture. You get on that bike, fall down, and learn from your mistakes. You don't learn how to talk to people from a textbook. You make games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Steam Inventory: Now your game can offer persistent, tradable items to players 4
by Christian Nutt [02.09.15]
Valve's increasing feature-set for virtual itemization for third-party Steam developers expands with the Steam Inventory Service beta, which can power that functionality in your game.
Console/PC, Indie, Design, Production, Business/Marketing

Call for blogs: Nordic Game Jam participants, let's hear from you!  
by Christian Nutt [02.09.15]
Another successful game jam means another opportunity to write about your experiences and share them with your peers -- and hopefully enrich the jamming culture and their skillsets with your expertise.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

This Week in Video Game Criticism: What Would Sauron Play?  
by Kris Ligman [02.09.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the real definition of ludonarrative dissonance to the Lord of the Rings game Sauron would play.
Console/PC, Indie, Design

Get a job: Twisted Pixel seeks to hire a Senior Engineer  
by Staff [02.09.15]
'Splosion Man creator Twisted Pixel Games is looking to hire someone comfortable with C/C++ to work on developing graphics, systems and tools functionality in its Austin, TX studio.
Console/PC, Programming, Recruitment

Don't Miss: Behind the Kickstarter success of Darkest Dungeon 10
by Gamasutra Community [02.09.15]
$75,000 goal, but $250,000 raised -- how did Darkest Dungeon do so well? Tyler Sigman explains, and shares the stats, in this blog post.
Console/PC, Indie, Business/Marketing