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September 1, 2015
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Updates » Console/PC
Report: Rapture would be the UK no. 1, if charts tracked digital 2
by Christian Nutt [08.27.15]
According to a report from MCV, recent digital releases Volume (by Mike Bithell) and The Chinese Room's Everybody's Gone to the Rapture would have hit the UK overall top-10 chart.
Console/PC, Business/Marketing

Epic doles out $75k to UE4 educators via Unreal Dev Grants 2
by Alex Wawro [08.27.15]
Epic is continuing to dole out the $5 million banked in its Unreal Dev Grants program this week, awarding roughly $75,000 in no-strings-attached grants to ten educators and developers who use Unreal Engine 4.
Console/PC, Serious, Business/Marketing

Video: How SteamWorld Dig's devs found success in the 'blue ocean' of 3DS  
by Staff [08.27.15]
At GDC Europe 2015, Sony London (The Getaway, The London Heist) dev John Foster shared some of the studio's big takeaways from trying to create immersive VR experiences for Project Morpheus.
Console/PC, Business/Marketing, Video, Vault

A week into a successful Greenlight and Kickstarter one-two punch  
by Gamasutra Community [08.27.15]
"I hate marketing. I hate talking about it, and I hate doing it. I do however like to be helpful to others in the indie developer community, if in some small way I can." Stats and tips on a dual success.
Console/PC, Indie, Business/Marketing

Don't Miss: What Ubisoft learned from making Far Cry 2 15
by Chris Remo [08.27.15]
In this timeless feature, Ubisoft's Patrick Redding reflects on what the Far Cry 2 team learned during its 3-year development cycle, reflects on current industry trends that informed its development.
Console/PC, Design, Production, Business/Marketing

After 5 years away, Far Cry 2 director Clint Hocking rejoins Ubisoft  
by Alex Wawro [08.27.15]
After quitting his post at Amazon Game Studios earlier this summer, Far Cry 2 director Clint Hocking has been welcomed back to Ubisoft as a creative director at Ubisoft Toronto.
Console/PC, Business/Marketing

Games as art, and the time-waster: A look at 'Machinalism' 2
by Gamasutra Community [08.27.15]
"Machinalism is a game movement that triggers a very peculiar state of mind, somewhere between meditation and hypnotism, dead trapped in the moment of play."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Designing a jump in Unity 6
by Gamasutra Community [08.27.15]
"Cloud Critters is all about jumping. We decided early in the development of Cloud Critters that we wanted a jump with variable height and power -- something closer to Super Mario or Metroid."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Blog: Can World War I game Valiant Hearts be a history lesson? 6
by Gamasutra Community [08.27.15]
Could Ubisoft's World War I game Valiant Hearts be used in classrooms? A designer picks apart its suitability as a teaching aid from a variety of perspectives.
Console/PC, Design

Google Analytics in a PC game: A tutorial 2
by Gamasutra Community [08.27.15]
"Using Google Analytics has been quite popular for the web sites and mobile apps lately but this is not the case with the desktop PC software." Want to do it? Read on.
Console/PC, Indie, Programming

How working on gross, violent games can mess with developers Exclusive 16
by Alex Wawro [08.27.15]
We often hear about how playing violent or otherwise disquieting games affects people, but how does the process of working on these projects affect developers? Gamasutra chats with a few to find out.
Console/PC, Social/Online, Indie, Art, Audio, Exclusive

Shady government dealings alleged to have led to 38 Studios deal  
by Christian Nutt [08.26.15]
A new editorial from a local Rhode Island newspaper cites emerging reports that point to a back-room deal, not up-front negotiating, allowing the game dev to move into the state.
Console/PC, Business/Marketing

Don't Miss: How The Witcher taught CD Projekt Red about RPG design 15
by Tom Curtis [08.26.15]
In this classic interview, key staffers from CD Projekt RED reflect upon The Witcher series, noting what went right, wrong, and how the games have affected the studio's plans for the years ahead.
Console/PC, Design, Production

What our fans taught us about Kickstarter 4
by Gamasutra Community [08.26.15]
Lots of data on what a game's fans want: "After the Kickstarter, we sent all of our backers a survey on how to improve Outland: 17. Iím happy to share these results in raw form."
Console/PC, Indie, Business/Marketing

Reminder: GDC 2016 call for submissions closes tomorrow!  
by Staff [08.26.15]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2016 Game Developers Conference in San Francisco, CA ends tomorrow (8/27). Don't miss your deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Mechanics and characterization: A Remember Me boss fight analysis 2
by Katherine Cross [08.26.15]
Solid characterization can elevate a game. But as Capcom's Remember Me proves, a poorly conceived villain can undermine a great boss battle.
Console/PC, Design

When the pay-to-win button backfires 19
by Gamasutra Community [08.26.15]
Jamie Madigan takes a look at an interesting new study: "The Hidden Cost of Microtransactions: Buying In-Game Advantages in Online Games Decreases a Player's Status."
Console/PC, Smartphone/Tablet, Business/Marketing

Analyzing the data: What did the press notice at Gamescom?  
by Gamasutra Community [08.26.15]
"The star of the show last year was Call of Duty: Advanced Warfare (with about 1,700 articles). This time around, the Call of Duty game ranks 19th."
Console/PC, Business/Marketing

Google squares off against Twitch tomorrow by launching YouTube Gaming 9
by Alex Wawro [08.25.15]
Google is launching its YouTube Gaming venture this week alongside a dedicated mobile app as part of its previously-announced plan to challenge Twitch for the title of premier provider of games-focused video.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, YouTube

Video: Understanding why your game 'feels' bad (and how to fix it) 7
by Staff [08.25.15]
At GDC Europe 2015, indie developer Nicolae Berbece breaks down what we mean when we say a game "feels great" and rebuilds a bad-feeling death animation live, on stage, into one that feels satisfying.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault