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June 30, 2015
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June 30, 2015
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Updates » Console/PC
How to speak music: Tips for talking to composers 6
by Gamasutra Community [06.15.15]
"Sure, youíre both speaking the same basic language, but everybody has their own language when theyíre talking about music."
Console/PC, Smartphone/Tablet, Indie, Audio

What game writers can learn from Mad Max: Fury Road 5
by Gamasutra Community [06.15.15]
"Despite Fury Road having nothing to do with games, itís one of the best examples of video game storytelling Iíve seen in a long time."
Console/PC, Design

Cretaceous creativity: Designing dinos for Ark: Survival Evolved  
by Bryant Francis [06.15.15]
How Studio Wildcard developed a dense and diverse ecosystem on a small budget, and how they split the difference between scientific accuracy and Hollywood blockbuster-style action and excitement.
Console/PC, Social/Online, Indie, Design

Thoughts on depth and complexity  
by Gamasutra Community [06.15.15]
"Depth and complexity are core concepts for the successful design of a game. However, both of them have become overloaded in meaning and sometimes feel indistinguishable."
Console/PC, Smartphone/Tablet, Indie, Design

The ESA clarifies its anti-harassment stance, future of E3  
by Christian Nutt [06.14.15]
The Entertainment Software Association's Mike Gallagher clarifies his organization's stand on GamerGate, the future of E3, and why the organization's relevant.
Console/PC, Indie, Business/Marketing, E3

Why a World of Goo dev made a puzzle game about programming humans Exclusive 1
by Alex Wawro [06.12.15]
Why is assembly language so appealing to puzzle game makers? Gamasutra speaks to World Of Goo dev Kyle Gabler about designing Tomorrow Corp.'s thinly-veiled programming puzzler Human Resource Machine.
Console/PC, Design, Exclusive

The secrets of Smash Bros. play-balance, from Masahiro Sakurai 3
by Christian Nutt [06.12.15]
"At the end of the day, Iím aiming for intermediately-skilled players to be able to properly enjoy the game," writes the director of a fighting franchise beloved by the hardcore.
Console/PC, Design

Riot donates League of Legends fines to LGBTQ charity The Trevor Project 1
by Christian Nutt [06.12.15]
The company has donated fines levied against teams and players who break its rules of conduct to a helpline for queer youth -- saying its players demand it.
Console/PC, Business/Marketing

Get a job: Telltale Games is hiring a Cinematic Artist  
by Staff [06.12.15]
The San Rafael-based studio responsible for Game of Thrones and The Walking Dead is testing potential applicants for an open position as a cinematic artist working on cutscenes.
Console/PC, Art, Recruitment

Video: Larian's lessons learned making Divinity: Original Sin 3
by Staff [06.12.15]
Studio founder Swen Vencke speaks to Larian's experience of becoming an independent, self-publishing company after 15 years of working with publishers in this Divinity: Original Sin postmortem.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Google challenges Twitch with new YouTube Gaming site/app combo 1
by Alex Wawro [06.12.15]
Google further pushes YouTube as a Twitch competitor with the impending summer launch of YouTube Gaming, a dedicated website/app that aims to showcase both recorded and livestreamed game videos.
Console/PC, Business/Marketing

Don't Miss: Learning to love handicaps in competitive games 27
by Keith Burgun [06.12.15]
Rubberbanding and randomness can level the playing field in competitive games, but they also cause problems. In this 2013 feature, designer Keith Burgun examines handicaps as a design alternative.
Console/PC, Design

Arc System Works picks up Double Dragon, Kunio-Kun IP rights  
by Christian Nutt [06.12.15]
The creator of the Guilty Gear series has taken over all the Technos Japan IP -- one which it's been very closely associated with in recent years.
Console/PC, Business/Marketing

Your games can now get buzz on Product Hunt's dedicated game hub  
by Alex Wawro [06.12.15]
The startup, which sees users submitting and discovering new tech products by an upvote system, has long been a darling of the tech community and is now branching into games with a dedicated game hub.
Console/PC, Indie, Business/Marketing

10 things you should know about ... leads and managers 11
by Gamasutra Community [06.12.15]
A list of insights into the minds of leads and managers -- part of an ongoing series of blog posts about what your coworkers are "really" thinking.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing

Is your game mystery or suspense? 4
by Gamasutra Community [06.12.15]
"Every game is either mystery or suspense. These are not genres, theyíre ways of handling information. Mystery is a search, suspense is a way to execute."
Console/PC, Indie, Design

Thoughts on the design of Dark Souls 8
by Gamasutra Community [06.12.15]
"I've wanted to write about Dark Souls for a while - in part because of the strong feelings I have about the game, but mostly because people aren't talking about the things that seem the most prominent to me."
Console/PC, Design

The essence of Splatoon, and what it gets right Exclusive 11
by Christian Nutt [06.12.15]
Gamasutra's Christian Nutt explains what makes Splatoon work -- a peek into the design of a shooter that confounds expectations by breaking genre norms and working all the better for it.
Console/PC, Design, Exclusive

Epic releases Unreal Engine 4.8, with VR tech  
by Christian Nutt [06.11.15]
Today Epic Games has released the latest version of its engine -- which includes an array of improvements for working with VR tech, and the A Boy and His Kite demo from GDC.
Console/PC, Smartphone/Tablet, Programming, Video

Don't Miss: Carmack, Luckey, Binstock and Abrash debate VR's future 3
by Christian Nutt [06.11.15]
Back in 2014, Oculus' biggest visionaries gathered to discuss -- and debate -- the future of virtual reality technology. This record of their discussion is worth going back to watch.
Console/PC, Programming, Design, Business/Marketing