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August 23, 2016
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August 23, 2016
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Updates » Indie
CEDEC survey sheds light on how much Japanese game devs get paid  
by Alex Wawro [08.23.16]
Japanese game industry trade body CESA recently polled nearly 2,000 game devs in Japan about how much they're paid, and the results suggest it's less than devs in the West.
Console/PC, Indie, Business/Marketing

Sponsored: 7 tips to getting a job in video games  
by Jill Henderson [08.23.16]
Industry veteran, Jill Henderson says there is some magic to getting that first job in the games world and shares her 7 tips for getting a job in video games.
Console/PC, Indie, Sponsored Article

Don't Miss: Divinity: Original Sin is a game Larian Studios waited 15 years to make 7
by Alex Wawro [08.22.16]
"We always wanted to make an old-school PC RPG with multiplayer," said Larian's Swen Vincke in 2014. "We never managed to sell it to a publisher in the past; every time we proposed, it was refused."
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Creating an inclusive game jam in just 5 weeks  
by Staff [08.22.16]
Event planning can be difficult, especially for someone with little experience. In this post: key lessons learned from planning #RainbowJam16, a game jam to celebrate diversity in the industry.
Console/PC, Indie

Devs celebrate the tools they used to make their first games 9
by Alex Wawro [08.19.16]
What was the very first thing you used to make video games? It's a fun question Steve "Moshboy" Cook recently asked on Twitter -- and answers highlight how many devs get their start as game modders.
Console/PC, Indie, Production

To write games effectively, get to the point 7
by Gamasutra Community [08.19.16]
Writing in video games is not just about the story. In some games there's tons of game rules informations to be conveyed to the player and it got to be done quickly and efficiently.
Console/PC, Indie, Design

Blog: Playing with the conventions of genre in game dev  
by Staff [08.19.16]
Continuing on his thread exploring the rules of games, game dev Stieg Hedlund I compares and contrasts similar issues in other media and shares lessons learned.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Brace Yourself: Crypt of the NecroDancer studio recruits Duskers devs  
by Alex Wawro [08.18.16]
The team at Crypt of the NecroDancer studio Brace Yourself Games is growing a bit bigger this week with the addition of Duskers developers Tim Keenan and Jeremy Phillips.
Indie, Business/Marketing

Blog: Why we added Steam Achievements to our visual novel game 6
by Gama Sutra [08.18.16]
Echoes of the Fey is a visual novel, so why spend time to add Steam Achievements? One dev explains the potential benefits of putting achievements in narrative-centered games.
Indie, Design, Production

What game designers can learn from cinema  
by Gama Sutra [08.18.16]
In this blog post, game designer Sande Chen explores the ways film directors are masters of audience manipulation -- and what that means for game design.
Console/PC, Indie, Design

Crafting an asymmetric multiplayer horror experience in Dead By Daylight 1
by Joel Couture [08.18.16]
Dead By Daylight is indebted to a classic asymmetric multiplayer game. "The initial prototypes focused on the simplicity of hide and seek," says Behaviour Interactive creative director Ashley Pannell.
Console/PC, Indie, Design, Video

University funds efforts to build an archive of LGBTQ content in games  
by Alex Wawro [08.17.16]
Earlier this year Temple University awarded an academic fellowship to assistant professor Adrienne Shaw that will support her efforts to build out and maintain her LGBTQ Video Game Archive project.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, History

This Week in Video Game Blogging: No Man is an Island, Ocean, or Sky 1
by Gama Sutra [08.17.16]
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on the vast emptiness of space.
Console/PC, Social/Online, Indie, Design

Blog: How to pitch and sell your game at a con 8
by Gama Sutra [08.17.16]
A dev returns from a successful GenCon 2016 with pre-order sales exceeding expectations. Here is what worked, what didn’t, why, and lessons learned!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Blog: Communication tips for the video game music composer  
by Gama Sutra [08.17.16]
Good communication among team members can make or break the development of a game. Here, composer Winifred Phillips shares some lessons and links to help colleagues communicate more effectively.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Audio

Q&A: InnoGames Jam kicking off at Gamescom in Cologne, Germany  
by Kris Graft [08.17.16]
Gamasutra is a media partner at this week's 48-hour InnoGames Jam taking place at Gamescom in Cologne, Germany. We spoke with co-organizer Mena Jacobs.
Indie, Gamescom, GDC Europe

Blog: running a successful Early Access game release cycle 6
by Gama Sutra [08.17.16]
A Cogmind developer shares the entire process behind building a single major alpha version, from start to finish. Project management and marketing, all in one.
Indie, Production, Business/Marketing

Get a job: Be a UI Programmer at Psyonix  
by Staff [08.16.16]
Psyonix, that independent studio responsible for Rocket League, is looking for an experienced UI programmer to join the team working out of its offices in San Diego, California.
Console/PC, Indie, Programming, Recruitment

Blog: Can computer-aided design help us create fair, fun, interesting puzzles?  
by Gamasutra Community [08.16.16]
A programmer on the simple puzzle game Skiddy shares "an in-depth feature on our procedural level generation, analysis and rating."
Console/PC, Indie, Programming, Design

What game developers are saying about No Man's Sky 42
by Chris Baker [08.16.16]
"The design is: ‘here’s an infinite procedural world. I hid a game in here, see if you can find it.’ I think that’s kind of cool! Treasure hunts are under-represented as a basic model of game design"
Console/PC, Indie, Art, Design