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April 18, 2015
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Updates » Console/PC
April Fool's Day in the game industry: A retrospective 7
by Alex Wawro [04.01.15]
From Street Fighter's fake character to Irem's fake console, Gamasutra looks back at classic April Fool's Day hoaxes in the game industry that made us laugh, groan, or simply shake our heads.
Console/PC, Indie, Business/Marketing, History

Video: Warren Robinett's postmortem of his classic game Adventure 3
by Staff [04.01.15]
Veteran game maker Warren Robinett takes the stage at GDC 2015 to deliver a thorough, engaging postmortem on the creation of his hit 1979 game Adventure for the Atari 2600 console.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

FTC unanimously mandates Sony refunds over misleading Vita ads  
by Alex Wawro [04.01.15]
After a brief waiting period for public comment, the FTC has voted 5-0 to order Sony and its one-time marketing partner to make amends for intentionally misleading people with Vita launch advertising.
Console/PC, Business/Marketing

Get a job: ArenaNet seeks a contract Character Artist  
by Staff [04.01.15]
The folks who brought you Guild Wars 2 are looking for a full-time character artist to work as a contractor on character models alongside the team in ArenaNet's Bellevue, WA studio.
Console/PC, Art, Recruitment

Don't Miss: Making humor work in games is no laughing matter Exclusive 13
by Bob Mackey [04.01.15]
In this classic feature, Gamasutra talks with developers like Rhianna Pratchett, Al Lowe and Chuck Jordan to workshop what it takes to make genuinely funny, comedic games.
Console/PC, Design, Exclusive

Registration is now open for GDC Europe 2015  
by Staff [04.01.15]
Heads up, developers: You can now register early at a discounted rate to attend this year's GDC Europe, which will once again be held in Cologne, Germany August 3rd and 4th.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

Video blog: Gameplay depth versus variety 5
by Gamasutra Community [04.01.15]
"Gameplay depth comes not from the NUMBER of decisions, but from the quality of the choices and their importance to the outcome of the game."
Console/PC, Smartphone/Tablet, Indie, Design

The curious alternative distribution of Samorost 2: Newspaper stands 2
by Brandon Sheffield [04.01.15]
They released each "newspaper" version of the game 6 or 7 months after the proper release of the game. "It was kind of an experiment," says Amanita's Jakub Dvorský.
Console/PC, Indie, Business/Marketing

Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble 2
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production, Deep Dive

From Demon's Souls to Bloodborne: Hidetaka Miyazaki's creative journey 2
by Christian Nutt [03.31.15]
The foundation of new PlayStation 4 hit Bloodborne lies in Demon's Souls, and in a new profile of its lead developer, he charts his career and creative path.
Console/PC, Design

Use BioWare's networking tech in your game -- for free 3
by Alex Wawro [03.31.15]
BioWare has released an open source version of the Java tech that powers Dragon Age: Inquisition's persistent online systems in an effort to further develop it with help from the community.
Console/PC, Production

Japanese devs will soon be able to pitch games using Bandai Namco IP  
by Alex Wawro [03.31.15]
UPDATE Bandai Namco will soon start fielding pitches from local developers to make games that use characters from select franchises in its IP catalog, including properties like Pac-Man, Galaga and Dig Dug.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

10 secrets to extend your game's life 4
by Gamasutra Community [03.31.15]
"Many of these methods revolve around ways to get players to replay content or leveling systems in a new way, often incorporating some algorithmic changes or content changes."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Benchmarking HTML5 performance on consoles, phones, and browsers 2
by Gamasutra Community [03.31.15]
"Is HTML5 capable of branching out into our living rooms? To sit alongside Master Chief, Mario, and Sonic, providing gameplay snacks whilst that latest patch for your favorite game is downloading?"
Console/PC, Smartphone/Tablet, Indie, Programming

Video: Stanford seminars examine the societal impact of games  
by Alex Wawro [03.31.15]
Stanford is publicly sharing videos from its Interactive Media & Games Summit, an ongoing series of open lectures on how games intersect with art, healthcare, education and other aspects of society.
Console/PC, Indie, Serious, Design, Business/Marketing, Video

Raptr grabs $14 million in new funding, launches Plays.tv video service  
by Christian Nutt [03.31.15]
From a gaming social network to a Twitch competitor? The company has grabbed new funding as it expands its offering -- and Gamasutra speaks to founder Dennis Fong.
Console/PC, Business/Marketing

Today's the day Sony shuts down PlayStation Home for good 1
by Alex Wawro [03.31.15]
After nearly seven years, Sony is shutting down its PlayStation Home virtual world for good across all territories -- though the company shut off PlayStation Home revenue for developers some time ago.
Console/PC, Business/Marketing

Game jamming during a game convention  
by Gamasutra Community [03.31.15]
"Overall, it was a great experience for us. It was a great team building exercise for us. It helped us get a better feel for working together more closely and during a deadline."
Console/PC, Indie, Production, Business/Marketing

Remaking Gabriel Knight: A 20th-anniversary postmortem  
by Katie Hallahan [03.31.15]
This in-depth postmortem tackles the new remake of Gabriel Knight: "we wanted to make sure we did it right -- that this game got the love, attention and hard work it richly deserved."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

New Twine game simulates life as a AAA game writer 4
by Alex Wawro [03.30.15]
Developer Matthew S. Burns has written a Twine game about writing for big-budget games that sheds light on what it might feel like to be in the narrative hotseat during a AAA game design meeting.
Console/PC, Indie, Design