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April 26, 2015
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Updates » Console/PC
Learn from The Talos Principle and RuneScape devs at GDC Europe  
by Staff [04.23.15]
Croteam's Alen Ladavac and Jagex's RuneScape VP Phil Mansell join the lineup of speakers exploring the art and business of games at GDC Europe 2015 this August in Cologne.
Console/PC, Indie, Production, Business/Marketing, GDC Europe

8 lessons I learned from making a Twine game with less than 300 words 3
by Gamasutra Community [04.23.15]
"The reason I think that I was successful in finishing a game comes down to the limitations. Knowing that I only had 300 words made it easier to cut things from the game and reduce the development workload."
Console/PC, Smartphone/Tablet, Indie, Design

Never Alone wins Game of the Year at 12th Games for Change Festival  
by Phill Cameron [04.23.15]
Never Alone has been awarded Game of the Year for the 12th Games for Change Festival.
Console/PC, Indie, Design, Production, Business/Marketing

Assassin's Creed creator's new project is Ancestors: The Humankind Odyssey 1
by Brandon Sheffield [04.23.15]
Patrice Desilets, Assassin's Creed director and now CEO and creative director of his own company Panache Games, announces a new project; Ancestors: The Humankind Odyssey.
Console/PC, Indie, Design, Production, Business/Marketing

If you build it: Colossal Order on Cities: Skylines modding Exclusive 1
by Phill Cameron [04.23.15]
We talk to Damien Morello of Colossal Order about the wild success of Cities: Skylines modding scene, and what it means for future development.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Facebook mum on large-scale Oculus Rift shipments for 2015  
by Christian Nutt [04.22.15]
"Oculus is very much in the development stage," says CFO David Wehner, when asked by an analyst whether or not we can expect a product soon.
Console/PC, Business/Marketing

Global game market to grow to $91.5 billion as China overtakes U.S.  
by Christian Nutt [04.22.15]
Analyst firm Newzoo reports that China's ascendency is coming faster than expected -- but growth all around the globe is powering a big games business.
Console/PC, Smartphone/Tablet, Business/Marketing

Get a job: Be a Level Designer for The Workshop  
by Staff [04.22.15]
The Workshop, which worked on The Evil Within and Sorcery, seeks to bring on a level designer to building CryEngine/Unreal levels alongside the team in its Marina Del Rey, CA office.
Console/PC, Design, Recruitment

You can now apply directly to Valve for a free Vive VR dev kit  
by Alex Wawro [04.22.15]
Game makers interested in mucking around with a developer edition of Valve and HTC's Vive virtual reality headset can now apply for a free dev kit via a simple Steam sign-up page.
Console/PC, Business/Marketing

Video: Howard Scott Warshaw's classic postmortem of Yars' Revenge  
by Staff [04.22.15]
Game industry veteran Howard Scott Warshaw explains how he created the seminal Atari 2600 game Yars' Revenge and other important Atari titles -- including E.T. -- in this GDC 2015 talk.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Unity devs: Blizzard's former chief creative might pay you a visit 2
by Alex Wawro [04.22.15]
Almost a year after quitting his position as Blizzard's chief creative officer, the former World of Warcraft frontman is taking a speaking tour of Unity studios and developer conferences.
Console/PC, Business/Marketing

Fixing Unity's tendency for object coupling: The MessageBus 17
by Gamasutra Community [04.22.15]
"Unity forces coupling straight from their first tutorial. Thatís absurd. In order to solve this, weíve created a Messaging system that allows objects to broadcast messages when events happen."
Console/PC, Smartphone/Tablet, Indie, Programming

Video blog: Games, puzzles, and contests 1
by Gamasutra Community [04.22.15]
Designer and lecturer Lewis Pulsipher runs down the distinctions: "pure games never have always-correct solutions to the whole game" while "you cannot lose to a puzzle, though you may give up."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: We don't keep forgiving Double Fine 11
by Gamasutra Community [04.21.15]
Indie dev Rob Fearon: "'Why do we keep forgiving Double Fine?' is a question someone asked, in all seriousness, on a website today. The answer is, weirdly enough, we don't."
Console/PC, Indie, Business/Marketing

Lionhead chief moves to oversee Xbox, HoloLens game dev at Microsoft  
by Alex Wawro [04.21.15]
With Phil Harrison leaving Microsoft, the company has moved Lionhead chief John Needham to Redmond to assist Microsoft exec Kudo Tsunoda in overseeing internal development of Xbox and HoloLens games.
Console/PC, Business/Marketing

Get a job: Retro Studios seeks a Concept Artist  
by Staff [04.21.15]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is looking to hire a concept artist to work alongside the art team in Retro's Austin, TX office.
Console/PC, Art, Recruitment

Blog: Shader cross compilation and Savvy, the smart shader cross compiler  
by Gamasutra Community [04.21.15]
"We either write every single shader program twice or find a way to convert from one language to the other. This is easier said than done." Here's a solution.
Console/PC, Indie, Programming

Don't Miss: The stories behind the sound design of Journey 14
by Steve Johnson [04.21.15]
How did one person create the expressive audio canvas of Thatgamecompany's acclaimed indie game? Sound designer Steve Johnson explains -- and presents isolated samples so you can listen to his work.
Console/PC, Audio

How to simulate a CRT, for indie games that really look retro 18
by Gamasutra Community [04.21.15]
Retro games were never as clear and clean as you'd think from playing today's modern indie games. This step-by-step how-to explains the whys and hows of making neo-retro look retro.
Console/PC, Indie, Programming, Art

Balancing Gunsport: The trouble with asymmetry  
by Gamasutra Community [04.21.15]
"The toughest thing about making Gunsport is ensuring that asymmetric gameplay is fair. That is to say, making sure matchups allow for any team to win across equivalent experience levels."
Console/PC, Indie, Design