Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 30, 2015
arrowPress Releases
August 30, 2015
PR Newswire
View All






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


Updates » Production
How we bought YoWorld from Zynga and brought it back  
by Gamasutra Community [08.10.15]
"It’s no secret: games are sunset for a reason," writes YoWorld's Sam Kim. But: "This investment is paying off. The game has seen more than a 40% lift in daily active users since we acquired it from Zynga."
Social/Online, Production, Business/Marketing

Personal challenges for the solo indie dev 17
by Gamasutra Community [08.10.15]
"These are the ones that affected me and I’ve felt not many people write about. Even with a decade of commercial experience, I don't think I really knew as much as I should when I began on my own."
Indie, Production

Honest tales from the trenches of AAA game writing 4
by Bryant Francis [08.10.15]
Game writers TJ Fixman, Marianne Krawczyk, and Tom Bissell gathered at the WGA West in Los Angeles on a panel moderated by Naughty Dog creative director and writer Neil Druckmann to talk the craft of game writing.
Console/PC, Design, Production

Stanford team battles VR sickness by bringing worlds into focus  
by Chris Kerr [08.07.15]
Stanford University research team hopes to cure nauseating side effects of VR by bringing virtual reality into focus -- with new technology that helps the eyes adjust to wearing a headset.
Console/PC, Smartphone/Tablet, Production, Business/Marketing

Microsoft's iOS porting tool 'Windows Bridge' goes open source  
by Chris Kerr [08.07.15]
Microsoft is looking to bring more apps to Windows 10 by open sourcing its "Windows Bridge" -- an iOS porting tool that allows developers to easily create Windows apps using existing Objective-C code.
Smartphone/Tablet, Programming, Production

A quick argument for 'luck' in strategy game design, from X-COM's creator 39
by Phill Cameron [08.06.15]
X-COM creator Julian Gollop explains the advantages of random number generation in his latest outing, Chaos Reborn.
Console/PC, Indie, Design, Production

Start making your first game in Twine: Advice from the 2015 Game Career Guide  
by Staff [08.05.15]
Learn both why and how you can make your own text-based adventure game with Twine from one of indie gaming's most outspoken proponents of democratized creation: Anna Anthropy.
Console/PC, Indie, Programming, Design, Production

Don't miss: Our in-depth postmortem of the original Crackdown GDMag Exclusive 2
by Phil Wilson [08.05.15]
This 2007 postmortem of one of the Xbox 360's first surprise hits takes a candid look at the development of the original game in the franchise, shared again just in time for the debut of its third title at Gamescom.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GD Mag Exclusive

Steam reviews: A harsh place to be if you EVER make a mistake 28
by Gamasutra Community [08.05.15]
"Because the headline summary still says 'mixed,' a lot of potential players still skip right on by. I can't blame anyone for that as I do it myself. Whether it's fair or not, 'mixed' is synonymous with 'crap.'"
Console/PC, Indie, Production, Business/Marketing

id Software has a new office in Germany  
by Chris Kerr [08.05.15]
With some high profile releases on the horizon, ZeniMax Media, parent to Doom developer id Software, is expanding with a new studio in Frankfurt, Germany.
Console/PC, Production, Business/Marketing

Bugs, online issues delay release of crowdfunded Mighty No. 9 4
by Chris Kerr [08.05.15]
Hours after Keiji Inafune's Red Ash Kickstarter missed its target by $279K, developer Comcept has confirmed the producer's other Mega Man reimagining, Mighty No. 9, will be delayed.
Indie, Production

Don't miss: The fight to finish Galak-Z 8
by Alex Wawro [08.04.15]
17-Bit CEO Jake Kazdal speaks to Gamasutra about the development of Galak-Z and why 17-Bit decided to switch gears and embrace procedural generation, throwing out months of work in the process.
Console/PC, Indie, Design, Production

5 lessons learned building Vainglory, a MOBA for touchscreens 3
by Gamasutra Community [08.04.15]
"I wanted to share five lessons we’ve learned while developing the game and bringing a super core, traditionally PC-only genre to touch screens."
Smartphone/Tablet, Programming, Design, Production, Business/Marketing

5 video game translation tools 3
by Gamasutra Community [08.04.15]
A list of five tools used by a professional localization house when translating video games -- ranging from free to paid tools.
Console/PC, Smartphone/Tablet, Production

Spry Fox's Alphabear cracks the code of mobile puzzle popularity  
by Chris Baker [08.04.15]
How Alphabear braved the dark waters of the free-to-play ocean with irresistible viral sharing and a sensible business model -- and made it through the journey 1 million downloads strong.
Smartphone/Tablet, Production, Business/Marketing

Don't Miss: Fixing Final Fantasy XIV 10
by Gamasutra Community [08.03.15]
This candid 2011 interview sees producer Naoki Yoshida setting out on his journey to redevelop Final Fantasy XIV into A Realm Reborn: A Quixotic quest, ultimately successful.
Console/PC, Design, Production

How I recreated the hallway from P.T. in Unity 16
by Gamasutra Community [07.31.15]
How one developer recreated the infamous (and now deleted) demo for Hideo Kojima's Silent Hills in Unity: A complete look at the entire workflow.
Console/PC, Indie, Art, Production

GameDevTweets: A week's worth of what your peers are saying  
by Staff [07.31.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. We've grabbed a load of the past week's best tweets.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Pursuing positivity: A personal game-making journey  
by Gamasutra Community [07.31.15]
"Making a dream come true is constant and hard work… and absolutely thrilling. We hope you’re able to make use of this article to benefit your own journey."
Smartphone/Tablet, Design, Production

Fear and change: How making the hard decision saved our game 2
by Gamasutra Community [07.30.15]
"A clear lesson we learned from this painful process was this; If no amount of adjustments fixes the problem, you have a fundamental issue which you must address first."
Indie, Design, Production