Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 29, 2015
arrowPress Releases
July 29, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Report: Kixeye lays off staff  
by Alex Wawro [07.28.15]
A number of employees at the San Francisco-based online game company Kixeye lost their jobs today, though it's yet unclear how widespread the layoffs were or how it might affect the company's ongoing operations.
Social/Online, Business/Marketing

Get a job: Cloud Imperium Games is hiring an Associate Producer 1
by Staff [07.28.15]
The studio chiefly responsible for Chris Roberts' crowdfunded space sim Star Citizen is looking to hire an associate producer to work alongside the rest of the Cloud Imperium team in Santa Monica, CA.
Console/PC, Social/Online, Production, Recruitment

Devs mod Soda Drinker Pro to help stroke survivors recover  
by Alex Wawro [07.28.15]
Indie dev Will Brierly's sipping simulator Soda Drinker Pro has been repurposed as a physical therapy aid for stroke survivors after a chance encounter between Brierly and Myomo intern Sean Halloran.
Console/PC, Indie, Design

Video: How Blizzard built Reaper of Souls to redeem Diablo III 6
by Staff [07.28.15]
At GDC 2015 Diablo game director Joshua Mosqueira speaks frankly about the seismic shifts in gameplay design, core philosophy, itemization and rewards that Blizzard implemented to fix Diablo III.
Console/PC, Design, Video, Vault

Razer proposes solution to Ouya's 'Free The Games' debt 6
by Alex Wawro [07.28.15]
UPDATE Razer says that since the deal was to acquire select assets and personnel from Ouya, and not the company as a whole, it disclaims responsibility for making good on Ouya's outstanding debt.
Console/PC, Indie, Business/Marketing

Don't Miss: Why The Swindle only gives players 100 tries 5
by Phill Cameron [07.28.15]
Now that The Swindle is out, read our chat with dev Dan Marshall about his firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features
Console/PC, Indie, Design

PlayStation 4, Xbox One games growing at UK retail - nothing else is  
by Gamasutra Community [07.28.15]
Gamasutra analyst Matt Matthews crunches the numbers and finds that only two platforms have shown retail growth of late: Microsoft and Sony's latest boxes.
Console/PC, Business/Marketing

A beginner's guide to writing for games 2
by Gamasutra Community [07.28.15]
A detailed workflow for cooking up a functioning game story. "No method can ever replace your individual experience and personality, quite the opposite: it must be used at your convenience to convey them into the story."
Console/PC, Design

GDC Europe EIGS Roundtable: What's the state of European indie dev?  
by Staff [07.28.15]
A few of the judges behind next week's second annual European Innovative Games Showcase at GDC Europe sit down to talk about what matters to European indie game makers.
Indie, Design, Business/Marketing, GDC, GDC Europe

What makes Symphony of the Night's level design so special?  
by Gamasutra Community [07.28.15]
Symphony's level design, in general, has a clarity and consistency that never resurfaced with the same potency in the series since its release.
Console/PC, Design

Targeting and developing your community  
by Gamasutra Community [07.28.15]
"League of Legends has such a vibrant community that its members are almost like 24/7 rolling ads for the game, frequently posting on social media platforms to talk about their in-game experiences."
Console/PC, Business/Marketing

On replayability: Emotion, mechanics, and necessity 4
by Gamasutra Community [07.28.15]
"Not every game needs to be replayable. ... itís not automatically, invariably a good thing, and something that developers should strive to work towards."
Console/PC, Indie, Design

Indie developers report Ouya won't pay them thousands of dollars 6
by Phill Cameron [07.28.15]
Multiple indie developers have claimed that Ouya still owes them thousands of dollars as part of their 'Free the Games' fund, none of which will be paid following Razer acquisition.
Indie, Business/Marketing

What's in a game title? Analyzing the words we use and names we choose 9
by Gamasutra Community [07.28.15]
"I took a look at the top words that occur in video game titles. There were 150,000 game titles and a vocabulary of around 45,000 unique words. About 21,000 of these were used only once in any game title."
Console/PC, Business/Marketing

Peer into the realities of game testing 2
by Christian Nutt [07.27.15]
Want to peer behind the curtain of QA? There's plenty to learn from what goes on in the testing department, a new article reveals.
Console/PC, Production

Some Steam accounts compromised, but security fix now in place  
by Christian Nutt [07.27.15]
A security hole -- since patched -- allowed attackers to gain access to a number of Steam accounts quite easily.
Console/PC, Business/Marketing

Video: Learning to love procedural art while making No Man's Sky 1
by Alex Wawro [07.27.15]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Console/PC, Indie, Art, Production, Video, Vault

Get a job: Retro Studios is hiring a Graphics Engineer  
by Staff [07.27.15]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is looking for an engineer with some 3D graphics chops to join the team at Retro's Austin, Texas office.
Console/PC, Programming, Art, Recruitment

China eases restrictions on game console manufacturing  
by Alex Wawro [07.27.15]
Last week China's Ministry of Culture lifted its ban on video game consoles being manufactured anywhere in the country outside the Shanghai Free Trade Zone, making life a bit easier for console makers.
Console/PC, Business/Marketing

Street Fighter for Designers: Top 8 Lessons from Evo 2015 Exclusive 4
by Patrick Miller [07.27.15]
The Evo Championship Series gives game designers a chance to see how fighting games try to create a rich, rewarding and diverse competitive play space. (And how players try to break it)
Console/PC, Design, Exclusive