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May 26, 2015
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May 26, 2015
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Learning lessons from Goat Simulator's performance in the press  
by Gamasutra Community [05.26.15]
An in-depth analysis: "With Goat Simulator having recently announced its zombie DLC, this is a great opportunity to look at how the game has done in terms of media presence."
Console/PC, Indie, Business/Marketing

Blog: Core players and energy mechanics - they don't mix 2
by Gamasutra Community [05.26.15]
"Our ambition was (and is) to make THE shooter on mobile. And we went after free-to-play. And we botched it. We botched the energy mechanic... by using it at all."
Smartphone/Tablet, Design

Can you analyze your smartphone game's potential success, up-front?  
by Gamasutra Community [05.26.15]
A quick method to estimate how much potential for success your game has: By crawling the data, and analyzing the success of similar competitors.
Smartphone/Tablet, Business/Marketing

Spotlight on Inti Creates, the studio behind Mighty No. 9 and Bloodstained 1
by Christian Nutt [05.26.15]
Inti Creates spent the 2000s making Mega Man games, but has been reborn as its own publisher and developer for high-profile Kickstarter titles. Gamasutra talks to CEO Takuya Aizu.
Console/PC, Indie, Production, Business/Marketing

Making the whimsical Monster Mingle: 2D art process and more 1
by Gamasutra Community [05.25.15]
Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
Smartphone/Tablet, Indie, Art, Audio, Design

This Week in Video Game Criticism: From Polybius to pixel art  
by Eric Swain [05.25.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from the legend of Polybius to a response to Blake Reynolds on the contemporary reception of pixel art.
Console/PC, Indie, Art, Design

Video: Using a real-time feedback system to make better games  
by Staff [05.25.15]
Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica helped the studio make a better game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Our strange journey: Industry vets go from premium mobile to Steam hopeful 3
by Gamasutra Community [05.25.15]
"So what did we learn together here? Donít be afraid to ask for what you want, as long as youíre being honest and arenít being greedy. Sometimes even if you donít think it can happen, life can surprise you."
Console/PC, Smartphone/Tablet

Adding female Kerbals: The art iteration process 2
by Gamasutra Community [05.25.15]
"After overcoming all the challenges that the design exposed, Val felt like an already member of the Kerbal Universe. She become, as stated at the beginning of the post, more than polygons and textures."
Console/PC, Indie, Art

Postmortem of the jam process: Looking back at our Ludum Dare meetup 2
by Gamasutra Community [05.25.15]
"Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."
Console/PC, Indie, Production

Design 101: Complexity vs. depth 8
by Gamasutra Community [05.25.15]
"You might be seriously worried that the game simply wonít be deep enough to meet your design goals without the added complexity. Thatís a valid concern. Not once have I ended up adding the complexity back in."
Console/PC, Indie, Design

Sunset: Not that seventies style 2
by Gamasutra Community [05.25.15]
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
Console/PC, Indie, Art, Design, Production

Don't Miss: What does a game designer do, exactly? 8
by Gamasutra Community [05.22.15]
In this timeless blog, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Be a Cinematic Artist for Telltale Games  
by Staff [05.22.15]
The studio responsible for (among other things) Game of Thrones and The Walking Dead are aiming to hire a cinematic artist to join the team at Telltale's San Rafael, CA office. There will be a test.
Console/PC, Art, Recruitment

Video: Designing an immersive user interface for Hearthstone 1
by Staff [05.22.15]
Hearthstone senior UI designer Derek Sakamoto breaks down Blizzard's approach to UI design at GDC 2015, in the process shedding light on how you can best craft a great UI for your own game.
Smartphone/Tablet, Art, Design, Video, Vault

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 6
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

Laid-off Zynga devs get a fresh start at a fantasy sports company  
by Alex Wawro [05.22.15]
A former Zynga employee tells Re/code that roughly 38 of the 42 devs who lost their jobs when Zynga shuttered its Orlando studio this month have gone on to join fantasy sports game company Fanduel.
Smartphone/Tablet, Business/Marketing

Who am I to tell their story? Writing for diversity 1
by Gamasutra Community [05.22.15]
"I will specifically highlight my insecurities while writing about people of color who lived in the age of colonialism. An honest and realistic answer to the question: Who am I to tell their story?"
Console/PC, Indie, Design

Opinion: Why Guild Wars 2's 'execution'-style ban was a bad idea 16
by Katherine Cross [05.22.15]
ArenaNet recently banned an infamous hacker from its MMO Guild Wars 2 -- by way of virtual execution. But public humiliation is not really the way to go about it, argues Katherine Cross.
Console/PC, Social/Online, Video

Learning a lot, fast by jamming in VR  
by Gamasutra Community [05.22.15]
"I cannot remember when in the past I learned so much in just one month. We proved we are capable of doing a 3D and VR game in this young technology."
Console/PC, Indie, Design, Production, Business/Marketing