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March 28, 2015
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Updates » Indie
Pathing and movement on a 3D grid 9
by Gamasutra Community [03.09.15]
"There are a lot of things to consider with movement in a 3D game, even a grid-based one. Some of these issues we tackled ahead of time, while others required playtesting and iteration."
Console/PC, Smartphone/Tablet, Indie, Design

Postmortem: Human Extinction Simulator 5
by Gamasutra Community [03.09.15]
"I was now in the right state of mind to work on my best game yet that would let me get my hopes up for the first time. I was ready to put to good use the last seven years I spent 'trying' to actually 'making.'"
Console/PC, Indie, Design, Production, Business/Marketing

Suviving LocJam: Localizing a game on the quick  
by Gamasutra Community [03.06.15]
Game translators were offered a nice interactive story, Grandpa. A creepy atmosphere and a disturbing twist gave us translators good material to test both our technical knowledge and literary talent.
Console/PC, Smartphone/Tablet, Indie, Production

How to manage level background assets for a 2D smartphone game 2
by Gamasutra Community [03.06.15]
"The purpose is to get things in order and save production time and budgets. In producing background art, our team use 2D or 3D pre-render solutions ... so we have both 2D and 3D assets to manage."
Smartphone/Tablet, Indie, Art, Production

Want people to care about your studio? Get your story straight 12
by Gamasutra Community [03.06.15]
"My belief was that if we had a strong and original game, that would be the thing to talk about. Journalists want to tell stories, interesting stories and preferably new stories that haven’t been told before."
Indie, Business/Marketing

Saving video game history begins right now 7
by Kris Graft [03.05.15]
At Game Developers Conference 2015, Jason Scott, archivist at the Internet Archive, urged developers to start preserving their history immediately.
Console/PC, Social/Online, Smartphone/Tablet, Indie, History, GDC

How games can shape American culture - and vice versa Exclusive  
by Alex Wawro [03.05.15]
Mushroom 11 developer Julia Keren-Detar gave a brief a history of early American board games today at GDC, and showed how the games we make influence (and are influenced by) culture.
Indie, Design, Exclusive, GDC

One Life Left vs. Gamasutra GDC Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, GDC

Git for Unity developers 12
by Gamasutra Community [03.05.15]
"I tried to keep the tutorial as pragmatic as possible, covering the most common usage of Git. See the links throughout the article for some deep dives into different aspects of Git."
Console/PC, Smartphone/Tablet, Indie, Programming

5 reasons NOT to outsource art  
by Gamasutra Community [03.05.15]
"There are a lot of advantages to art outsourcing, and for many projects it's a really great option, but outsourcing isn't always the best option for every project (or every part of every project)."
Console/PC, Smartphone/Tablet, Indie, Art, Production, Business/Marketing

Don't save your bullets: Darkest Dungeon's Red Hook on Early Access  
by Phill Cameron [03.05.15]
We talk to Red Hook Studios, makers of Darkest Dungeon, about how to manage to successful Early Access game, and not saving your big guns for later.
Console/PC, Indie, Design, Production, Business/Marketing

Dynamic 2D character lighting in Unity 4
by Gamasutra Community [03.05.15]
"All in all we’re currently having 3D spot and point lights for ambient lighting, 2D volumetric lights for backlight refractions and 3D point lights for dynamic backlight effects in our scene."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Shadow of Mordor takes top prize at Game Developers Choice Awards 1
by Staff [03.04.15]
Monolith Productions' open-world action game netted the Game of the Year award this evening at the 15th annual GDC Awards, which also honored titles like Monument Valley and people like Brenda Romero.
Console/PC, Indie, Design, GDC

Outer Wilds wins top honors at the 17th annual IGF Awards  
by Staff [03.04.15]
The celestial exploration game netted Team Outer Wilds the Seumas McNally Grand Prize for Best Independent Game (and it's accompanying $30,000 cash award) at tonight's 17th annual IGF Awards.
Indie, Design, Business/Marketing, GDC

Weta Digital, Epic Games, and the future of film, games, and VR 1
by Christian Nutt [03.04.15]
Weta Digital head of R&D Alisdair Coull and Epic Games CTO Kim Libreri talk about the creation of the Smaug VR demo, the convergence of film and games art, and the opportunity for devs in VR.
Console/PC, Indie, Business/Marketing, VR, GDC

Teaching AI to eat with two hands from the fridge  
by Gamasutra Community [03.04.15]
"Granted, there are plenty of software systems more complex than this. So, wouldn't you concede, Dear Mr. Naysayer, that this task of eating out of the fridge was hard after all?"
Console/PC, Indie, Programming

Hands-on: Full-room SteamVR highly-impressive, even as a prototype  
by Kris Graft [03.04.15]
Valve Software was on hand at Game Developers Conference 2015, doing behind-closed-door demos of full-room SteamVR, and even in prototype form, the company's offering is already impressive.
Console/PC, Indie, VR, GDC

Analyzing Monkey Island 2 puzzle dependencies and game balance 2
by Gamasutra Community [03.04.15]
"What makes a good puzzle chain? How can charts and graphs help you get the right feeling if the puzzles you wrote work as intended concerning the overall game experience?" This post answers that question.
Console/PC, Indie, Design

Blog: You don't always have to commit 5
by Gamasutra Community [03.04.15]
"In games, it feels like when you make something, it is supposed to be all the way. That if you make horror, the horror has to be pitch-black... but the world doesn't work in absolutes."
Indie, Design

Unity won't be sold, and is planning for a VR future: John Riccitiello speaks 6
by Christian Nutt [03.04.15]
Unity's CEO holds court with Gamasutra, dismissing the possibility of an acquisition, charting the future of the engine, and talking about what sets the company apart. Oh, and yeah, he talks pricing.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing, GDC