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December 20, 2014
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December 20, 2014
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Updates » Console/PC
Blog: Takeaways from MITx's game design course 3
by Gamasutra Community [12.16.14]
"I followed the coursework, finishing with pages of notes and heard some interesting stories. The advice proffered includes many of the the lessons I learnt the hard way."
Console/PC, Design

5 events that shook the game industry in 2014 78
by Alex Wawro, Kris Graft [12.16.14]
As the year winds down around us, we zero in on five specific events that rocked the industry in 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

This Week in Video Game Criticism: Game Dev in the Ukraine and Authenticity in Tomb Raider 3
by Lindsey Joyce [12.15.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Lindsey Joyce on topics ranging from a review of Tomb Raider by an archaeologist and the plight of developers in Ukraine.
Console/PC, Indie, Design

Direct2Drive is back. How will it compete in the digital distro space?  
by Christian Nutt [12.15.14]
Remember Direct2Drive? It's back. But now that Steam dominates the digital distribution landscape, how can D2D plan to compete? Gamasutra chatted with general manager Ed Lin to find out more.
Console/PC, Indie, Business/Marketing

Valve pulls Hatred from Greenlight, calling it unpublishable 68
by Alex Wawro [12.15.14]
Valve has removed the game Hatred from Steam hours after Polish developer Destructive Creations launched it on Steam Greenlight, citing concerns that the game does not fit Valve's publishing standards.
Console/PC, Business/Marketing

Finish your jam games!: A tip from the 2014 Game Career Guide  
by Staff [12.15.14]
In this edition, Frog Fractions developer Jim Crawford offers some advice for indies and student developers: finish your jam games!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

Design rant: In-game logic 11
by Gamasutra Community [12.15.14]
When games don't make sense, and how to fix it: "The big problem with keeping your rules consistent is finding out if and where your rules conflict with one-another."
Console/PC, Indie, Design

France gets EU approval to bolster tax breaks for game developers  
by Alex Wawro [12.15.14]
The European Commission has approved the revised terms of France's Video Game Tax Credit legislation, giving the country a green light to make tax breaks more accessible for local game companies.
Console/PC, Business/Marketing

RPG design: Controlling the stream of mana in order to empower the player 15
by Gamasutra Community [12.15.14]
"Can we find a balance? Is there a way to give the player a long series of fights that have a continuity of resources between them, and yet each fight is interesting in and of itself?"
Console/PC, Design

What we use to make our 2D games 6
by Gamasutra Community [12.15.14]
"There are a ton of choices out there. My team and I always found it particularly helpful when other gaming companies revealed the development environment setup they found useful."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Managing your indie team: Communication, conflict, and playtesting 2
by Gamasutra Community [12.15.14]
Katie Chironis tackles several more topics you'll encounter on the road to release when managing an indie team -- including how to smooth over communication, handle conflict, and get a morale boost.
Console/PC, Indie, Production

Historical equipment - From reality to game 3
by Gamasutra Community [12.15.14]
A modeler takes us from photographs of real-life equipment through modeling, texturing, mapping, and the final in-game result.
Console/PC, Indie, Art

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Unrealistic expectations for realism in games 26
by Gamasutra Community [12.12.14]
How the pursuit of realism can shut down the player's imagination -- with a look at the evolution of the Silent Hill and Final Fantasy series, among others.
Console/PC, Art, Design

Localization can be hard but fun: Getting Ace Attorney into English 1
by Christian Nutt [12.12.14]
"I think [Ace Attorney] is really interesting because the translator has to step up, otherwise it's just not going to work. It's great to have projects like that. They keep you sane."
Console/PC, Design, Production

The latest games trademark controversy: S.T.A.L.K.E.R. vs STALKER 3
by Gamasutra Community [12.12.14]
Attorney Jas Purewal weighs in on trademark issues -- and how a new plan to circumvent the S.T.A.L.K.E.R. trademark by West Games "is going to end in tears."
Console/PC, Business/Marketing

How leaderboards entice players, and how to create them 5
by Gamasutra Community [12.12.14]
"Being cognizant of your game's goals and understanding your game's audience and their goals, providing different types of leaderboards can create incredibly strong impulses to play."
Console/PC, Smartphone/Tablet, Indie, Design

TIGA wants games reclassified as 'cultural' items in Europe 1
by Alex Wawro [12.12.14]
Supported by local game developers, UK game industry trade body TIGA has called for European authorities to reclassify video games as 'cultural products' like film or music, rather than as software.
Console/PC, Business/Marketing

Best of 2014: Breaking the NES for Shovel Knight 20
by Gamasutra Community [12.12.14]
Yacht Club Games programmer David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Design

Why fear should be easy in games (but isn't) 14
by Gamasutra Community [12.12.14]
"On the surface of it, fear (as a narrative device) is a pretty simple concept, and one that fits really well with video games... but there are a number of difficulties."
Console/PC, Indie, Design