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October 9, 2015
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October 9, 2015
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Updates » Console/PC
What 10 seconds, procedural generation, and fish do for shoot-'em-up design  
by Joel Couture [09.30.15]
Neon Deity imposed an interesting design contraint on Shutshimi: Seriously Swole: Turn standard shoot-'em-up gameplay into 10-second bursts of procedurally generated action.
Console/PC, Indie, Design, Video

How to tame your analytics 8
by Gamasutra Community [09.30.15]
"All you have to do is include SDK library into your code and win! Right? Well, kinda... I'll try to share our experience with adding analytics to Sharp Minds and everything we've learned from it."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Creating player paranoia through misdirection in I Can't Escape: Darkness 1
by Joel Couture [09.29.15]
I Can't Escape: Darkness presents an ever-changing dangerous maze, built around taking player preconceptions and subverting them, creating a tension, confusion, and paranoia in the player.
Console/PC, Indie, Design, Video

Get a job: The Workshop is looking to hire a Software Engineer  
by Staff [09.29.15]
Handy with C/C++? The Workshop, which worked on The Evil Within and Sorcery, seeks coders like you to join the team working on games in its Los Angeles, CA office.
Console/PC, Programming, Recruitment

Video: The things you learn building big multiplayer game installations  
by Staff [09.29.15]
Indie developer Alistair Aitcheson speaks at GDC Europe 2015 about all the interesting things he's learned from building big, quirky multiplayer games (like Tap Happy Sabotage) set in physical spaces.
Console/PC, Social/Online, Indie, Video, Vault

Indies in Japan: Selections from Tokyo Game Show's Sense of Wonder Night 2015  
by Lena LeRay [09.29.15]
Every year, Tokyo Game Show runs its Sense of Wonder Night event to showcase innovative indie titles. Here are quick looks at the ten finalists.
Console/PC, Indie, Design, Video

Don't miss: The making of GoldenEye 007 1
by GDC Vault Staff [09.29.15]
"GoldenEye 007's director Martin Hollis shares the story behind one of the Nintendo 64's best-selling games, one which many say set the standard for single and multiplayer first-person shooters on consoles."
Console/PC, Programming, Design, Production

Doing an HD remake the right way 17
by Gamasutra Community [09.29.15]
What happened to Final Fantasy V? Lars Doucet tackles upscaling 2D games: "In this article I'll share some of the artistic and technical lessons I've learned working on the Defender's Quest series."
Console/PC, Indie, Art

Whales do not swim in the desert 32
by Gamasutra Community [09.29.15]
Ramin Shokrizade on mistaken free-to-play business models: "Trying to drag a whale into the desert to make them spend is an approach with a 99% failure rate."
Console/PC, Smartphone/Tablet, Business/Marketing

Oculus Story Studio releases UE4 assets for Henry  
by Christian Nutt [09.29.15]
Impressive interactive narrative VR experience shared with developers around the globe to help show "a practical example of how a VR story could be made in Unreal."
Console/PC, Programming, Art, Audio, Video, VR

Indie devs compare Tokyo Game Show to other trade shows  
by Lena LeRay [09.29.15]
Indie devs at Tokyo Game Show discuss the pros and cons of the event, and compare it to other industry trade shows.
Console/PC, Indie, Business/Marketing

Third-person camera design 3
by Gamasutra Community [09.29.15]
"As for a classical game design document in the industry, I extracted the parameters which are needed by the game designer to tweak the camera."
Console/PC, Design

Streamlining design through playtesting 4
by Gamasutra Community [09.29.15]
On iterative design: "After I had received my lashes, I went home and stared at the ceiling for a bit." And then, after fixes: "There was a fundamental shift in how people were playing the game."
Console/PC, Indie, Design

Games as a two-way conversation 21
by Gamasutra Community [09.29.15]
"Fallout 3 started a conversation with me. I had no way to respond in that conversation. I had no way to speak, no emotes to play… nothing but run, shoot, jump. It wasn’t listening."

The man behind Second Life promises VR will make life virtual  
by Christian Nutt [09.28.15]
"We’ll think of our lives as being mostly virtual, and the real world will be something that maybe we come back to as a kind of a museum to marvel at as part of our past."
Console/PC, Smartphone/Tablet, Design, VR

Microsoft makes Project Spark game creation tool free-to-all 1
by Christian Nutt [09.28.15]
Refunds to come for recently purchased content as its "incubation engine," which allows players to create their own games, is made free.
Console/PC, Business/Marketing

Don't miss: Valve's writers and the creative process 12
by Kris Graft [09.28.15]
In this rare 2009 interview, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw talk in-depth on the narrative structure and pithy quips behind critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
Console/PC, Design

Epic 'putting a lot of thought' into using Unreal Engine in VR 1
by Alex Wawro [09.28.15]
"We are 100 percent in," Sweeney told Re/code during Oculus Connect last week, noting that Epic is actively working on how to make Unreal Engine comfortable and effective to use in virtual reality.
Console/PC, Smartphone/Tablet, Business/Marketing

Get a job: Be a QA Engineer at Telltale Games  
by Staff [09.28.15]
The studio best known now for making Game of Thrones and The Walking Dead games is looking to hire quality assurance engineers to work alongside the team in Telltale's San Rafael offices.
Console/PC, Smartphone/Tablet, Production, Recruitment

Video: Tackle tough subjects via fun games with meaningful cores 2
by Staff [09.28.15]
At GDC Europe 2015 Blindflug's Tabea Iseli showcased how the studio makes fun games, like First Strike, driven by meaningful cores that help shed light on important issues like nuclear war.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault