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September 15, 2014
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September 15, 2014
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Updates » Design
Leaderboards: The original and best social feature 5
by Gamasutra Community [07.31.14]
A look at why leaderboards are so commonly implemented, what they gain you as a developer, and how players react to them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Using the Fox Engine to build Ground Zeroes  
by Staff [07.30.14]
Hideo Kojima and the Kojima Productions staff demonstrate and explain the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine at GDC 2013.
Console/PC, Design, Production, Video, Vault

Blog: Who are my game dev heroes? 1
by Gamasutra Community [07.30.14]
"When I think of a game dev hero, I think of a person who I feel has impacted me on a personal level. Someone I aspire to be like or whose work greatly influences my own."
Console/PC, Indie, Design, Business/Marketing

Don't Miss: Level design in The Legend of Zelda 62
by Mike Stout [07.30.14]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

Game about HIV shows how playing and learning go hand-in-hand 5
by Mike Rose [07.30.14]
A new study, based around an iPad game that teaches about the risks of HIV, has found that video games can be used in "new and exciting ways" to teach young kids real-world knowledge.
Smartphone/Tablet, Design

A look at four studies on game preferences by gender 5
by Gamasutra Community [07.30.14]
"There are motivational differences in gamers’ preferences for genres... This comes from common perceptions among gamers as well as good number of studies."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Touch Love: Ledoliel and the world of Devine Lu Linvega Exclusive 3
by Leigh Alexander [07.30.14]
Leigh Alexander spends time with Ledoliel, an often-intimate, often-violent alien negotiation app -- and looks into the distinctive world of its multidisciplinary creator, Devine Lu Linvega.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Audio, Design, Exclusive

Why Animal Crossing and Nintendo need diversity 5
by Christian Nutt [07.29.14]
"We have a broad age range, a broad range of experiences. It helps different topics get brought up that might not have been on a team that isn’t as diverse." - Aya Kyogoku, Animal Crossing co-director
Console/PC, Design, Production, Business/Marketing

These girls are ready to shape the future of game development Exclusive 9
by Leigh Alexander [07.29.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Don't Miss: Ethical free-to-play game design (and why it matters) 99
by Gamasutra Community [07.29.14]
Long-time game industry veteran and former Playdom senior game designer Greg Costikyan offers a practical look at how ethics in free-to-play design affects a game's success.
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Get a job: Petroglyph seeks to hire a Network Programmer  
by Staff [07.29.14]
Know your way around network architecture for games? Petroglyph Games is is hiring a network programmer to work on Grey Goo alongside the team in its Las Vegas studio.
Console/PC, Programming, Design, Recruitment

GDC Europe adds talks from Fireproof Studios and Chris Roberts  
by GDC Staff [07.29.14]
Fireproof cofounder Barry Meade and game industry veteran Chris Roberts join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Europe

Blog: The benefit of nostalgia in video game culture 12
by Gamasutra Community [07.29.14]
"Nostalgic design helps preserve the heritage of the games industry that might otherwise be lost to new generations of gamers."
Design

Blog: Game-jamming in Taiwan 7
by Gamasutra Community [07.29.14]
A story about fostering a tight-knit video game development community -- and throwing game jams -- in Taiwan.
Indie, Design, Production

Get a job: Tripwire seeks an AI Programmer  
by Staff [07.28.14]
The studio responsible for Killing Floor 2 is looking to hire an AI programmer to work on creature and character AI in Tripwire's Roswell, GA offices.
Console/PC, Programming, Design, Recruitment

Video: How to make your games more inclusive and LGBTQ-friendly  
by Staff [07.28.14]
Developers and scholars Zoe Quinn, Samantha Allen, Mattie Brice, Todd Harper and Christine Love offer friendly, practical advice on how you can make your games more inclusive in this GDC 2014 talk.
Console/PC, Design, Video, Vault

This Week in Video Game Criticism: Kim Kardashian Ruins Everything 9
by Kris Ligman [07.28.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the success of Kim Kardashian: Hollywood to how we talk about HipHopGamer.
Console/PC, Social/Online, Indie, Design, Business/Marketing

The visual guide to multiplayer level design 15
by Gamasutra Community [07.28.14]
This highly visual guide to multiplayer level design, adapted from Ben Bauer's work at Crytek by Firefall designer Bobby Ross, gives you a grounding in how team-based shooters work.
Console/PC, Design

Could overcoming game challenges combat anxiety? 4
by Gamasutra Community [07.28.14]
After overcoming a challenge in Guacamelee, one developer asks: "Could you successfully improve people’s ability to focus and concentrate by playing challenging side-scrolling platform brawlers?"
Console/PC, Serious, Design

'Who are your game dev heroes?' 40
by Christian Nutt [07.25.14]
Games inspire us to make games, but so do the people behind them. Here are inspirational developers, as selected by our Twitter followers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design