Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
November 27, 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
World of Warcraft: Ten years of change  
by Gamasutra Community [11.24.14]
MMO designer Laralyn Williams reflects: "I immediately knew what I wanted to talk about: the flexibility and responsiveness of the development team."
Console/PC, Social/Online, Design, Production, Business/Marketing

Why you want cross-functional team members 1
by Gamasutra Community [11.24.14]
"You are hurting the agility of your company or project if you have an over-reliance on the concept specialization and arenít encouraging teams to work collaboratively to spread knowledge and skills."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Nordic Games opens Munich studio for new SpellForce title  
by Mike Rose [11.24.14]
Nordic Games has put together a new real-time strategy game studio in Munich, that will focus on building a third core title in the SpellForce franchise.
Console/PC, Business/Marketing

Vampire: The Masquerade - Bloodlines fan remake shut down by CCP 7
by Mike Rose [11.24.14]
A fan remake of Vampire The Masquerade: Bloodlines has been shut down by EVE Online studio CCP Games, the copyrights holder for Bloodlines.
Console/PC, Business/Marketing

Ten years of World of Warcraft 16
by Gamasutra Community [11.24.14]
Raph Koster looks back at the MMO juggernaut: "If anything, itís possibly the biggest game design achievement in all of virtual world history."
Console/PC, Social/Online, Design

Double Fine loses a project, and lays off 12 staff 12
by Christian Nutt [11.21.14]
Confirmed: San Francisco independent studio Double Fine (Broken Age, Costume Quest 2) today laid off 12 staff after losing a deal for an unannounced project.
Console/PC, Indie, Business/Marketing

Blog: Thoughts on Practice, the NYU game conference  
by Gamasutra Community [11.21.14]
Designer Keith Burgun attended this year's conference: "While each Practice conference has evolved somewhat from the last, I feel that the one thing that itís always had in common was this element of risk-taking."
Console/PC, Smartphone/Tablet, Indie, Design

GameStop: Players expect to pay just $35 for triple-A game downloads 15
by Christian Nutt [11.21.14]
What players expect to pay for digital downloads of triple-A games is a much lower price than publishers would most likely want them to, according to GameStop.
Console/PC, Business/Marketing

Analysis: GameStop agrees with Nintendo - Game devaluation must stop 38
by Gamasutra Community [11.21.14]
GameStop estimates $100 million of digital content given away in 2014; president Tony Bartel says, "the industry will need to work together to continue to price goods in a way that sustains profitability."
Console/PC, Business/Marketing

Don't Miss: Is there life after World of Warcraft? 2
by Neils Clark [11.21.14]
Are MMO populations 'tribal', and if so, what's the next tribal shift after World of Warcraft? In this 2007 feature, academics including Henry Jenkins and Edward Castronova discuss the future of online worlds.
Console/PC, Social/Online, Design, Business/Marketing

When scope gets away from you: The trials of Glork and Potatoman 5
by Gamasutra Community [11.21.14]
"Will our backers be upset that we cut the scope so much? Will they even care? the response was essentially 'Cool game, thanks for finally delivering it.'"
Console/PC, Indie, Design, Production

A snapshot of player data from the Oculus Rift audience 2
by Gamasutra Community [11.21.14]
Analytics from A Night at the Roculus: "I realized the data could offer a snapshot of the current Oculus community's hardware for other devs to consider."
Console/PC, Indie, Programming, VR

The Blue Flamingo: The 8 meter game filmed on a dolly track Exclusive 1
by Mike Rose [11.21.14]
Shelter studio Might & Delight surprised many this week, launching a new game on Steam right out of the blue.
Console/PC, Indie, Design, Exclusive, Video

Right of publicity: How you can legally put a celebrity in your game 8
by Gamasutra Community [11.21.14]
"While being a 'public figure' may make it difficult to libel or defame someone, their status as public figure actually helps their right of publicity lawsuit against you."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Facebook sheds more light on why it bought Oculus 2
by Mike Rose [11.21.14]
"The next computing platform will move closer to our bodies. And our belief is that means that it will be something that sits directly on our face that we interact with through our eyes." - Dan Rose, VP of content at Facebook.
Console/PC, Business/Marketing

Getting the first commercial Unity games running in WebGL  
by Gamasutra Community [11.21.14]
"The Web seems like a very viable place to bring Unity content as the WebGL exporter solidifies. With content running at almost the same speed as desktop builds, we definitely have a revolution on our hands."
Console/PC, Indie, Programming

See how Insomniac put the style in Sunset Overdrive at GDC 2015  
by Staff [11.21.14]
The post-apocalyptic punk rock style of Sunset Overdrive is one of the game's biggest draws, and Insomniac art director Jacinda Chew is coming to GDC 2015 in March to reveal how it came to be.
Console/PC, Art, GDC

Hackers claim to leak PSN and other account details; Sony denies it 7
by Mike Rose [11.21.14]
UPDATE: After a hacker group claimed to have leaked account details for Windows Live, the PlayStation Network, and more, Sony denies evidence of an intrusion.
Console/PC, Business/Marketing

Our publisher ripped us off. What now? 26
by Gamasutra Community [11.21.14]
"I've reached a point where I don't understand how it's possible to commit to a publishing deal for small studios. How could it be reasonable when what's happening to us, well... CAN just happen?"
Console/PC, Indie, Business/Marketing

What survival game design means to the studio behind The Long Dark Exclusive 2
by Raphael van Lierop [11.21.14]
Raphael van Lierop, founder and director at Hinterland Games, discusses what survival game design means to his studio when designing The Long Dark.
Console/PC, Indie, Design, Exclusive