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July 2, 2015
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July 2, 2015
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Updates » Console/PC
Get a job: Vicarious Visions seeks a character combat designer 3
by Staff [06.19.15]
The Activision-owned studio behind more than one of the Skylanders games and Marvel Ultimate Alliance 2 seeks a designer who can oversee all aspect's of character combat design.
Console/PC, Design, Recruitment

Halo composer O'Donnell forms Seattle studio with veteran devs 1
by Christian Nutt [06.19.15]
"Small" Seattle studio Highwire Games co-founded by Marty O'Donnell, Bungie designer Jaime Griesemer, and Airtight Games' Jared Noftle.
Console/PC, Indie, Business/Marketing

Japan's game market hits record high as consoles decline and mobile grows 10
by Christian Nutt [06.19.15]
The mobile game market has swelled the size of the Japanese market to dizzying new heights -- but consoles continue to trend downward. That gain is thanks to mobile.
Console/PC, Smartphone/Tablet, Business/Marketing

Steam Spy creator analyzes the platform, shares his data 6
by Christian Nutt [06.19.15]
If you're wondering how the Steam market functions, this new data-driven overview should give you a very good working picture.
Console/PC, Indie, Business/Marketing

CryEngine adds support for Oculus, Android, and Linux via OpenGL 1
by Christian Nutt [06.19.15]
Crytek brings in promised new features to expand the power of its engine -- gearing up for the release of Oculus Rift, new Android set-top boxes, and Steam Machines.
Console/PC, Smartphone/Tablet, Programming

Considering what languages should you localize your game into 7
by Gamasutra Community [06.19.15]
A comprehensive guide to localization: "What languages should you localize into? And in what order? There are actually quite a few factors that come into play in this decision."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Tutorial: Creating a 'wood-carved' 3D game character 2
by Gamasutra Community [06.19.15]
"We've had a lot of interest in exactly how we got the wood carved look right. So, in order to share a little of my knowledge, I give you this step-by-step tutorial."
Console/PC, Smartphone/Tablet, Indie, Art

Game Design Deep Dive: Action Henk's jump physics Exclusive  
by Roel Ezendam [06.19.15]
Roel Ezendam, Game Coder at RageSquid: "Having control over the height of the jump is another way to create player decisions and deeper mechanics."
Console/PC, Indie, Design, Exclusive

E3: The great console circus rides again Exclusive 2
by Simon Carless [06.19.15]
Thoughts on E3 from Simon Carless: "as a midsized console game publisher, you're only a couple of flops away from serious trouble if your games cost $50-$100 million each. It's a strange time indeed."
Console/PC, Business/Marketing, Exclusive

Edge of Nowhere a strong argument for third-person, gamepad games in VR 6
by Kris Graft [06.18.15]
At E3 2015, Insomniac Games, the studio behind games including Ratchet and Clank, Resistance, and Sunset Overdrive, showed off its first VR effort, the action adventure game Edge of Nowhere.
Console/PC, Design, Video, E3

Game mechanics and player agency in Everybody's Gone to the Rapture 6
by Kris Graft [06.18.15]
The Chinese Room has been working on its next game, Everybody’s Gone to the Rapture, which aims to evolve the storytelling ideas in Dear Esther.
Console/PC, Design, E3

A 2D level editor in 30 seconds 6
by Gamasutra Community [06.18.15]
"This is the gripping TRUE STORY of failed prototypes, wasted time, custom level editors… and UNEXPECTED SALVATION at the hands of the HUMBLE SPREADSHEET."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

10 things you should know about ... producers 12
by Gamasutra Community [06.18.15]
A look into the minds of producers, in a short list, compiled by experienced game developers -- agree or disagree? You might find reason for both, here.
Console/PC, Smartphone/Tablet, Production

Designing around a premise sentence 2
by Gamasutra Community [06.18.15]
"It’s a one line sentence that, using tropes or common knowledge, summarizes the contents of a creative work while at the same time building excitement about it."
Console/PC, Smartphone/Tablet, Indie, Design

The benefits of a family-friendly conference at Ludolunch 1
by Phill Cameron [06.18.15]
We talk to Simon Roth and Nia Wearn about their unconference Ludolunch, which benefited from a strong focus on being family friendly.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Get a job: Gearbox is hiring a Technical Producer  
by Staff [06.17.15]
The developer of Borderlands 2 is looking to hire a technical producer to work alongside the team in the Frisco, TX Gearbox studio on projects in development.
Console/PC, Production, Recruitment

A modern asset pipeline: 7 reasons to optimize content 2
by Gamasutra Community [06.17.15]
"The reasons to why and how to optimize content differs a lot from case to case, depending on asset complexity, platform, game engine, viewing distances, etc." Here are your considerations.
Console/PC, Programming, Production

Choice fields: Designing for emergent gameplay 3
by Gamasutra Community [06.17.15]
"We need to think about how to create the overlapping sets of rules and abilities that create the environment from which emergence springs."
Console/PC, Design

Sony aims to cut the price of PS4 in Brazil by building it locally  
by Alex Wawro [06.17.15]
Sony announced plans this week to manufacture PlayStation 4 consoles within northern Brazil's Manaus Free Trade Zone, in order to begin selling the console at a lower price in Brazil later this year.
Console/PC, Business/Marketing, E3

Nintendo's 'Nindies' man updates us on how devs can work with Nintendo 1
by Christian Nutt [06.17.15]
Gamsutra speaks to Damon Baker, of Nintendo's licensing deparment, about the Humble Nindie Bundle, its Nindies@Home E3 promotion, its approach to devs, and an updated on Unity on 3DS.
Console/PC, Indie, Business/Marketing, Video, E3