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August 30, 2015
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August 30, 2015
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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