Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
August 29, 2014
PR Newswire
View All





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


Updates » Console/PC
Phoenix Labs is a new studio from former League of Legends vets  
by Mike Rose [08.28.14]
A band of ex-Riot Games veterans have come together to form a new studio in Vancouver, with a focus on AAA multiplayer titles.
Console/PC, Business/Marketing

Blog: They shout louder 32
by Gamasutra Community [08.28.14]
"'They shout louder because theyíre losing.' I donít think itís true, because I think the capital C Conservative group of people who play games arenít losing. The more I think about it, the more I believe they lost years ago."
Console/PC, Indie, Business/Marketing

Blog: Pretend it matters - a Ludum Dare postmortem  
by Gamasutra Community [08.28.14]
"I decline to draw sharp lessons from this, no what-went-right or what-went-wrong. Each new approach has a little of both."
Console/PC, Indie, Programming, Design, Production

Selling a game before it's 'done': Tips and insight for paid alphas Exclusive 2
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

A peek at the metal: Metro dev talks PS4 vs. Xbox One performance  
by Christian Nutt [08.27.14]
"We may push 40 per cent more pixels per frame on PS4, but it's not 40 per cent better as a result... your own eyes can tell you that."
Console/PC, Programming

Video: A Lucasfilm Games postmortem, told by those who lived it 2
by Staff [08.27.14]
This GDC 2014 postmortem featuring six of Lucasfilm Games' earliest employees asks the questions: "What mix of creative and business forces shaped this studio?" and "Could it be duplicated today?"
Console/PC, Social/Online, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Get a job: WB Games / Monolith seeks a senior software engineer  
by Staff [08.27.14]
The Washington-based studio working on Shadow of Mordor is looking for an engineer to help plot the future of its graphics technologies.
Console/PC, Programming, Recruitment

Wage gauge: Industry salary stats from the 2014 Game Career Guide Exclusive  
by Staff [08.27.14]
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, annual Career Guide

Don't Miss: Composition in level design - An in-depth examination 8
by Gamasutra Community [08.27.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Console/PC, Indie, Art, Design

Blog: On the brink of a nervous breakdown 13
by Gamasutra Community [08.27.14]
A developer discovers the game he's been slaving over -- which he thought was original -- has similarities to other titles. In this post, he confronts his feelings on finding out.
Console/PC, Smartphone/Tablet, Indie, Design, Production

How the Jagged Alliance 2 developers dealt with '90s gun culture  
by Alex Wawro [08.27.14]
An interesting excerpt from game industry veteran Darius Kazemi's book on Jagged Alliance 2 elucidates how the game drew upon -- and later shied away from -- contemporary gun culture.
Console/PC, Design, Business/Marketing

GOG moves to diversify its lineup by adding DRM-free films  
by Alex Wawro [08.27.14]
Gog.com has long billed itself as a digital distribution platform for DRM-free PC games, and now it's expanding that remit to encompass DRM-free movies as well.
Console/PC, Business/Marketing

Enjoyment and self-determination in winning video games  
by Gamasutra Community [08.27.14]
How challenging is too challenging, and how challenging is just right? Researchers work to determine whether players like winning more than they like struggling to win.
Console/PC, Design

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Designing achievements: How good should I be at my own game? 15
by Gamasutra Community [08.27.14]
"As a game maker, I wouldn't feel comfortable releasing a game that I could not beat, but does the same hold true for achievements?"
Console/PC, Indie, Design

All I needed to know (about games) I learned from Dungeons & Dragons 5
by Gamasutra Community [08.27.14]
A lecture from designer and educator Lewis Pulsipher that showcases how Dungeons & Dragons contains the seeds of wisdom for designing games -- and challenges much of today's triple-A conventional wisdom.
Console/PC, Indie, Design

Game Design Deep Dive: Amnesia's 'Sanity Meter' Exclusive 14
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Design, Exclusive

Call of Duty audio boss Adam Levenson joins SomaTone as COO 1
by Mike Rose [08.27.14]
SomaTone Interactive, a music and sound design company that provides hundreds of developers with audio for games, has hired industry veteran Adam Levenson as its new chief operating officer.
Console/PC, Business/Marketing

Half of UK devs plan to make games for next-gen consoles, new survey suggests 2
by Mike Rose [08.27.14]
While the majority of game developers in the UK are currently building games for mobile platforms, a new survey suggests that a boost to next-gen console development may be on the cards.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: Quick thoughts on the 'sprint' in Mario, Meat Boy 4
by Gamasutra Community [08.27.14]
"Re-playing these platformer made me realize that platformers are some of the most open gameplay experiences available; rarely are designer-imposed limitations placed on the player."
Console/PC, Indie, Design