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May 29, 2015
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May 29, 2015
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Updates » Console/PC

Opinion: Breaking down the success of The Witcher 3's open world 2
by Phill Cameron [05.19.15]
An analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design

Grand Theft Auto V drives tidy year-end profits for Take-Two  
by Alex Wawro [05.18.15]
Take-Two closed the book on its 2015 fiscal year this week with a strong fourth-quarter showing thanks to big revenue generators like the PC version of Rockstar's Grand Theft Auto V and 2K's multi-platform shooter Evolve.
Console/PC, Business/Marketing

Get a job: Boss Key seeks a Multiplayer Game Designer  
by Staff [05.18.15]
Cliff Bleszinski and Arjan Brussee's new studio is looking for a multiplayer game designer to work on its upcoming sci-fi shooter alongside the team at Boss Key's Raleigh, NC offices.
Console/PC, Design, Recruitment

Gearbox and 3D Realms settle lawsuit over Duke Nukem rights  
by Alex Wawro [05.18.15]
Duke Nukem Forever developer Gearbox seems to have settled its lawsuit against 3D Realms (and development partner Interceptor Entertainment) over the rights to make Duke Nukem games.
Console/PC, Business/Marketing

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Microsoft Studios snaps up former Mass Effect lead Casey Hudson  
by Alex Wawro [05.18.15]
Less than a year after his formal departure from BioWare, Casey Hudson has signed on to serve as creative director of Microsoft Studios as it develops both games and HoloLens experiences.
Console/PC, Business/Marketing

This Week in Video Game Criticism: From the challenges of narrative to the demise of P.T.  
by Johnny Kilhefner [05.18.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from Konami's decision to pull P.T. to the challenges faced by game narrative.
Console/PC, Indie, Design

Where in the world did blockbuster educational games go? 30
by Bryant Francis [05.18.15]
From the late 1980's through the 1990's, as console games and computer games remained two very separate markets, a few PC studios regularly sold millions of educational games. So what happened?
Console/PC, Art, Production, Business/Marketing

The future of Konami is 'mobile first', says company chief 11
by Alex Wawro [05.15.15]
In a new interview, Konami chief Hideki Hayawaka explains that he's planning to "clearly divide management and creative roles" as he transitions the company to focus on mobile.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Made for TV: Double Fine's Costume Quest gets its own cartoon 2
by Alex Wawro [05.15.15]
Double Fine Business Man Greg Rice says the San Francisco indie studio is working with Frederator Studios to produce a cartoon based on Double Fine's Costume Quest games.
Console/PC, Business/Marketing

Developers come clean about the realities of crunch 22
by Alex Wawro [05.15.15]
Kotaku has published a thorough feature aimed at exposing crunch culture to a broader audience that features developers coming clean about how they had to crunch, or why they made others do so.
Console/PC, Indie, Production

MAME is going open source to be a 'learning tool for developers' 1
by Alex Wawro [05.15.15]
The folks who maintain MAME (Multiple Arcade Machine Emulator) are aiming to make the project completely open source in order to expand both its pool of supporters and its utility to developers and historians.
Console/PC, Business/Marketing

Down to the letter: The importance of typography in video games 10
by Gamasutra Community [05.15.15]
"Typography can make or break the aesthetic of a game. As game designers, we use type to communicate with our players, not only in the words we use, but also in the way we present those words."
Console/PC, Smartphone/Tablet, Indie, Art

Here's the rig players need for your Oculus Rift games 2
by Kris Graft [05.15.15]
Following up on the recent announcement of a 2016 first quarter launch window for its Oculus Rift headset, Oculus VR has announced recommended PC specs to run Oculus games.
Console/PC, VR

The cunning ruse: Deception in game design Exclusive 5
by Phill Cameron [05.15.15]
We talk to SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design, Exclusive

Get a job: BioWare is hiring a Quality Analyst  
by Staff [05.14.15]
BioWare's Edmonton office, perhaps best known for its work on the Mass Effect and Dragon Age franchises, seeks a quality analyst to test and measure player experience of the studio's current project.
Console/PC, Production, Recruitment

Watch a Republic Commando dev play the game and recount its creation 3
by Alex Wawro [05.14.15]
Heads up: Star Wars: Republic Commando lead programmer Brett Douville has begun livestreaming himself playing the game on his Twitch channel while discussing the ins and outs of its development.
Console/PC, Programming, Art, Audio, Design, Production, Video

Opinion: Instruction manuals are game mechanics 6
by Katherine Cross [05.14.15]
Instruction manuals for video games are seen as less of a necessity these days, but they still can give a game a bit more soul, even today. Katherine Cross explains.
Console/PC, Art, Design

How to create mobile-optimized outlines in Unity 14
by Gamasutra Community [05.14.15]
"In an effort to remedy the readability issues we were having, we decided to experiment with edge detection. Straight away, this effect had a big impact on readability, whilst also making our game look better."
Console/PC, Smartphone/Tablet, Indie, Programming, Art