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April 21, 2015
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April 21, 2015
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Updates » Console/PC
Gameflow: Comebacks, advantages, and entropy in competitive games 5
by Gamasutra Community [04.06.15]
"Gameflow. Make it interesting and worth the players' time. In my opinion, there is not a lot of deviation and playroom from curve of these good examples."
Console/PC, Indie, Design

Don't Miss: The creative process that drives Valve's writers Exclusive 12
by Kris Graft [04.06.15]
In this classic chat, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw dig into the narrative structure and pithy quips driving critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
Console/PC, Design, Exclusive

This Week in Video Game Criticism: From Stick Shift to Nintendo's lenticular design 1
by Kris Ligman [04.06.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the lenticular design of Nintendo games to the (literal) autoeroticism of Robert Yang's Stick Shift.
Console/PC, Indie, Design

Video: Creators deliver a classic postmortem of Star Control  
by Staff [04.06.15]
Long-time developers Fred Ford and Paul Reiche III took the stage at GDC 2015 to deliver a candid postmortem on the creation of their seminal Star Control and Star Control II space adventure games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

What really happened to arcades 20
by Gamasutra Community [04.06.15]
"Consoles and the internet are the most common scapegoats for the decline in arcades, but the main reasons actually have much more to do with a business model that makes video arcades unattractive."
Console/PC, Business/Marketing

Enthusiasm, perfectionism, momentum, and failure 3
by Gamasutra Community [04.06.15]
"My biggest mistake was to completely think that I only need to do the business side of it, and let everything else come together by just presenting a plan and let creative talents take over."
Console/PC, Indie, Business/Marketing

How jumping on the MOBA bandwagon can f@!# your company up 20
by Gamasutra Community [04.06.15]
"A fast follower strategy can be a viable tactic. But not when everybody else and their dog is doing it. Developers seem to be in the 'let's make a game like DotA/LoL, just a little different' mindset."
Console/PC, Indie, Business/Marketing

Here we are now, edutain us: Education and games with SpaceChem's Zach Barth  
by Phill Cameron [04.06.15]
We talk to Zach Barth about how making educational games has made him a better game designer, and why it's so hard to make educational games in the first place.
Console/PC, Indie, Design, Production, Business/Marketing

Students can now apply for the 2015 AIAS game industry scholarships  
by Alex Wawro [04.03.15]
Heads up, budding game devs: the Academy of Interactive Arts & Sciences has begun accepting applications from students seeking to claim the organization's Randy Pausch and Mark Beaumont scholarships.
Console/PC, Business/Marketing, Student/Education

Don't Miss: How to design effective achievements for your game Exclusive 31
by Lucas Blair [04.03.15]
In this classic feature, PhD researcher and game designer Lucas Blair uses academic research to formulate tips and best practices for designing your in-game achievements.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Steam Spy aims to make it easy to estimate sales for all Steam games 10
by Alex Wawro [04.03.15]
There's a new tool taking shape that aims to make it easier for people to keep tabs on Steam stats like owners and average playtime: Steam Spy, a side project launched by programmer Sergey Galyonkin.
Console/PC, Business/Marketing

Crazy glitches in triple-A games, and how you might fix them 8
by Gamasutra Community [04.03.15]
A host of triple-A glitches, arranged in categories: rendering and complex technology plugins, programming AI and physics, and networking -- with some potential fixes.
Console/PC, Programming

Blog: Don't monetize your (first) games 23
by Gamasutra Community [04.03.15]
"After I have become skilled enough, built a name for myself and the team, had built games that lots of people played and enjoyed -- then I'll be able to monetize."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Experiments in creating systems for storytelling 6
by Gamasutra Community [04.03.15]
"If you can represent something in that format, you can design and implement a game out of it. And if you can represent anything in that format, you can make a game out of anything."
Console/PC, Indie, Programming, Design

Technical postmortem: Bringing Octodad to life  
by Gamasutra Community [04.03.15]
From character modeling to dealing with deploying on multiple platforms, this exhaustive technical postmortem gives you a look at what it took to make Dadliest Catch.
Console/PC, Indie, Programming

The butterfly effect, or: Fighting floating-point problems 7
by Gamasutra Community [04.03.15]
"As long as the initial starting positions of all the parts were the same then the contraption should always run exactly the same. This is where the floating point problem came into play."
Console/PC, Indie, Programming

Charting Out There's long and difficult journey to completion 7
by Gamasutra Community [04.03.15]
The acclaimed space game took its development team on a rough ride. This candid diary-style postmortem takes you from before its conception up through its completion and release.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

This Week in Video Game Criticism: The Hard Sell of Battlefield Hardline 2
by Johnny Kilhefner [04.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from the financial expectations of going indie to the critical reception of Battlefield Hardline.
Console/PC, Indie, Design

Sony buys OnLive's patents; the service, and company, will shut down 4
by Christian Nutt [04.02.15]
OnLive was once a pioneer in game streaming. Now, after a crash and a rebirth, the company is ceasing operations entirely -- as Sony acquires its patent portfolio.
Console/PC, Business/Marketing

Get a job: Sony is looking to hire a Senior Mo-Cap Animator  
by Staff [04.02.15]
SCEA's Los Angeles outpost is in need of an experienced hand to lead motion capture efforts and "create compelling and consistent performances for all major characters" of an upcoming game.
Console/PC, Programming, Art, Recruitment