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July 27, 2015
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July 27, 2015
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Updates » Console/PC
Get ready for TV-based games to expand China's market  
by Gamasutra Community [07.24.15]
Analyst Lisa Hanson takes a hard look at post-console ban China, with an eye toward what kinds of games Chinese players really want, and on what TV-based platforms.
Console/PC, Smartphone/Tablet, Business/Marketing

How do you decide when to promote your game? 3
by Gamasutra Community [07.24.15]
Does timing matter? Of course it does. But how can you decide when to reach out to the press? This blog post offers some hard data that should help.
Console/PC, Indie, Business/Marketing

12 more PC RPGs that brought something new to the table 7
by Gamasutra Community [07.24.15]
"A random sampling of cool/weird computer RPGs I wanted to talk about, in no way intended to be a comprehensive listing... obscure and amusing games, mechanics, or even curiosities."
Console/PC, Design

Designing a procedural murder mystery 2
by Gamasutra Community [07.24.15]
"Have you played one of those detective games and ended up longing for more cases to solve? I think this genre could benefit A LOT from having a 'quest' generator."
Console/PC, Smartphone/Tablet, Indie, Design

Tips for surviving Gamescom as an exhibitor  
by Gamasutra Community [07.24.15]
Seasoned exhibitor Alex Nichiporchik offers up tips for dealing with the crowds at the massive expo -- or anywhere else you might find yourself showing off your game.
Console/PC, Indie, Business/Marketing

Here comes a new challenge: Making Street Fighter V 17
by Christian Nutt [07.24.15]
How can Street Fighter evolve from a core console game into a thriving service-based eSport? Gamasutra speaks to Capcom's Matt Dahlgren about the company's next big play.
Console/PC, Programming, Design, Production, Business/Marketing

Outpost Games nets $6.2 million for games that are 'fun to watch'  
by Christian Nutt [07.23.15]
Most games "aren't designed for the medium" of streaming; a new startup has bagged money to create games that are "fun to watch."
Console/PC, Business/Marketing, YouTube

Get a job: Respawn Entertainment seeks a Senior Systems Designer  
by Staff [07.23.15]
The Titanfall studio seeks a designer "specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters."
Console/PC, Design, Recruitment

Don't miss: How Feist came back from the dead  
by Phill Cameron [07.23.15]
Feist comes out today. We talk to Bits and Beasts about it, and the challenges of spending six years developing the same game.
Console/PC, Indie

ESL crafts anti-drug program amid doping controversy 7
by Christian Nutt [07.23.15]
As a Counter-Strike player admits to using Adderall along with his team, the league has joined forces with German and Canadian associations to form anti-doping policies.
Console/PC, Business/Marketing

The Commodore Amiga is 30 years old today 9
by Christian Nutt [07.23.15]
Celebrate the anniversary of the powerful, popular PC platform by checking out some of its best games and reflecting on its place in history.
Console/PC, Business/Marketing

Come to GDC Europe for VR game design advice from Valve and Sony  
by Staff [07.23.15]
VR experts from Valve and Sony London will be speaking at GDC Europe in Germany next month about what they've learned in developing some of the leading Morpheus and SteamVR games and experiences.
Console/PC, Smartphone/Tablet, Indie, Design

The design behind Bloodborne's Hunter's Pistol 1
by Gamasutra Community [07.23.15]
"'Rigour', Bloodborne seems to be hammering home. 'Strictness'. As you realise that the game expects you to adopt its austerity for yourself, it all becomes clear."
Console/PC, Design

How Mario and The Talos Principle ramp up gameplay intensity 1
by Gamasutra Community [07.23.15]
Design analysis on rising intensity in games, by exploring two very different but well-crafted examples: the classic Super Mario World, and last year's The Talos Principle.
Console/PC, Design

Working with Square Enix Collective before Kickstarter: Was it worth it? 5
by Gamasutra Community [07.23.15]
"We decided to go for it; we all felt like it was a great opportunity to see how potential backers felt about the game, and were anxious to get as much feedback as possible before going into Kickstarter."
Console/PC, Indie, Business/Marketing, Crowdfunding

Learning to love the narrative puzzle 10
by Gamasutra Community [07.23.15]
"We don't need to banish puzzles from our games. They can help us learn more about our world, set up character, and get the player in a specific place. What we need is conscientious and responsible puzzle design."
Console/PC, Smartphone/Tablet, Design

John Smedley steps down as CEO of Daybreak 4
by Phill Cameron [07.23.15]
John Smedley has stepped down as the CEO of Daybreak (formerly Sony Online Entertainment), while remaining at the developer in an unknown capacity.
Console/PC, Business/Marketing

5 ways to be a terrible game designer 26
by Gamasutra Community [07.23.15]
"In the past 9 years or so of practicing design, Iíve messed it up in all of the following ways at some point or another. Here are 5 of the most troublesome yet common ways that we designers screw things up."
Console/PC, Smartphone/Tablet, Indie, Design

Square Enix boss: It takes three releases for a series to take off 8
by Christian Nutt [07.22.15]
You can't judge the potential of a franchise based on just its first game, argues Square Enix president Yosuke Matsuda: there's a "law of third titles."
Console/PC, Design, Business/Marketing

Leap Motion offers devs $50k in prizes for its second annual 3D jam  
by Alex Wawro [07.22.15]
The folks at motion controller company Leap Motion are having another go at encouraging developers to make innovative use of Leap Motion tech this fall via a six-week "3D Jam" with a $50k prize pool.
Console/PC, Design