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November 30, 2015
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November 30, 2015
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Minimizing the pain of lockstep multiplayer  
by Gamasutra Community [11.30.15]
"The idea behind lockstep multiplayer is simple, if every player shares their input with every other player, the simulation can be run on everyone’s machines with identical input to produce identical output."
Console/PC, Smartphone/Tablet, Indie, Programming

Level design, from paper to screen  
by Gamasutra Community [11.30.15]
"Being a dev team of one means I need to work quickly and efficiently. I’ve developed a process for producing my levels that will hopefully be useful to someone else out there."
Indie, Design

Konami gives Pro Evo 2016 the free-to-play treatment 1
by Chris Kerr [11.30.15]
Konami will release a free-to-play version of its annual football sim, Pro Evolution Soccer 2016, exclusively for PS3 and PS4 on December 8.
Console/PC, Business/Marketing

Developer lessons from big Steam seller Big Pharma 1
by Gamasutra Community [11.30.15]
"The dust has settled since launch and I feel like I'm in a position to do a 'round-up' piece on Big Pharma, share some of the things I've learned, which range from marketing theory to specific areas of game design."
Console/PC, Indie, Design, Production, Business/Marketing

Sensitive data compromised in massive edu-game company hack  
by Chris Kerr [11.30.15]
The personal information of nearly 5 million parents and over 200,000 children has been stolen from the China-based device manufacturer.
Serious, Business/Marketing

Westwood Studios co-founders to recieve Industry Icon Award  
by Chris Kerr [11.30.15]
The Game Awards host Geoff Keighley has revealed that the recipients of this year's Industry Icon Award will be Westwood Studios co-founders Brett Sperry and Louis Castle.
Console/PC, Production

Jetpac to the past: Analyzing a Rare classic 1
by Gamasutra Community [11.30.15]
"I like this game because it is (for the most part) incredibly fair. Meaning that when the player dies, 99% of the time they see it coming."
Console/PC, Design

Creating an animated loading screen in Unity 5  
by Gamasutra Community [11.30.15]
"I recently had a fellow indie dev on Twitter asking how we made the Armoured Engines loading screen, so I wanted to share the process with all of you!"
Console/PC, Indie, Programming

Weaving death and narrative together in This Book is a Dungeon  
by Joel Couture [11.30.15]
'A theme I settled on early in the project: kill players in horrible, awful, icky ways, but to make those death sequences as memorable as possible.'
Indie, Design, Production, Video

More of my must-have Unity plug-ins 1
by Gamasutra Community [11.30.15]
Three more unmissable Unity plug-ins, as selected by independent developer Sébastien Dubois -- each with its own function that he finds indispensable.
Console/PC, Smartphone/Tablet, Indie, Programming

Lucas Pope and the rise of the 1-bit 'dither-punk' aesthetic 1
by Richard Moss [11.30.15]
Lucas Pope is trying to capture the legibility and simplicity of great Mac games from the era of monochromatic '1-bit' Mac Plus games with Return of the Obra Dinn
Console/PC, Indie, Art, Design, History

Why you should participate in game jams 3
by Gamasutra Community [11.27.15]
Lots of reasons, including: "Making prototypes, you will find a lot of tools and tricks that you can use on later prototypes or full games because you already tried them and know what they are best suited for."
Indie, Production

Don't Miss: 20 fun facts about hex grids 29
by Gamasutra Community [11.27.15]
In this light-hearted 2014 post, a studio shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production

Animating 3D character movement in Unity 1
by Gamasutra Community [11.27.15]
A post on using Unity and Mecanim to animate a character -- and getting it to look right -- within a 3D adventure game.
Console/PC, Indie, Programming, Art

Rejoice! Namco's patent on loading screen minigames expires today 27
by David Hoppe [11.27.15]
For 20 years, Namco has held a dubious patent on “auxiliary games” that play while the main game loads. The patent’s period of exclusivity finally runs out today.

Classic Postmortem: Ratchet & Clank GDMag Exclusive  
by Ted Price [11.27.15]
The PS2 platformer was released 12 years ago this month. Insomniac Games CEO Ted Price wrote this detailed postmortem of the game's development for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

UK publisher Mastertronic declares bankruptcy 1
by Chris Kerr [11.27.15]
UK publisher Mastertronic has declared bankruptcy after an investment deal brokered earlier this year fell through.
Console/PC, Indie, Business/Marketing

PlayStation 4 remote play heading to PC and Mac  
by Chris Kerr [11.27.15]
You'll soon be able to use Sony's Remote Play service to play PS4 games on your PC or Mac, according to Sony's Worldwide Studios president, Shuhei Yoshida.

RTS design: Economics and player agency 1
by Gamasutra Community [11.27.15]
"The more options players have to succeed in an RTS game, the more players will engage with that game. There are a number of facets to this, but I’d like to look at game economies first."
Console/PC, Design

Video blog: LittleBigPlanet composer Winifred Phillips on game music 2
by Gamasutra Community [11.27.15]
The composer for God of War and the LittleBigPlanet franchise gives an in-depth interview on her craft as part of an upcoming game music documentary, which she shares in this blog post.
Console/PC, Audio