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October 26, 2014
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October 26, 2014
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Updates » Production
5 tips for game localization success 1
by Gamasutra Community [08.22.14]
Localization is complicated but worth the effort -- boosting your sales in foreign-language territories can be a real help. How do you prepare for it, though? This post offers helpful suggestions.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Get a job: Runic Games is hiring a Concept Artist  
by Staff [08.21.14]
Torchlight series developer Runic Games seeks an experienced concept artist interested in designing production concepts for a "visually cohesive and compelling fantasy game world."
Console/PC, Art, Production, Recruitment

Blog: Ludum Dare is this weekend, so here are some game jam tips! 2
by Gamasutra Community [08.21.14]
The three stages of jamming: preparation, execution, and networking -- with tips for all of them, from a prior Ludum Dare jammer.
Console/PC, Indie, Production, Business/Marketing

Don't Miss: Why I've said goodbye to mobile in favor of PC 202
by Gamasutra Community [08.21.14]
"I am fed up with the whole mobile/tablet gaming market. Ive worked hard for three years and released two games to almost every mobile device you can think of. Never again."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

The finances of a bare-bones developer  
by Gamasutra Community [08.21.14]
A look inside a small studio's works: "I think our model is valuable because it allowed us not to compromise our vision, even though our vision does not resonate with a particularly large audience."
Console/PC, Indie, Production, Business/Marketing

GDC board members share advice for pitching a GDC 2015 talk  
by GDC Staff [08.21.14]
The GDC 2015 call for submissions closes next Thursday, August 28th, and to help you better prepare we've got some advice on pitching talks from a few members of the GDC advisory board.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video: Facing the challenges of making games for new audiences  
by Staff [08.20.14]
Veteran designer Kellee Santiago speaks at GDC Europe 2011 about the elation -- and terror -- that comes when you try to make a new kind of game for a new audience, and how you can tackle it head-on.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video, GDC Europe

Satirizing game development proves therapeutic for ex-AAA indies 2
by Alex Wawro [08.20.14]
Speaking to Polygon, game industry veteran Jordan Thomas shares some interesting insight into his work at Irrational directing Bioshock 2 and the genesis of his debut indie title The Magic Circle.
Console/PC, Indie, Design, Production

Download the 2014 Game Career Guide now! Exclusive 1
by Staff [08.20.14]
Looking to advance your career in the video game industry? The free annual Game Career Guide is out now, and will help industry newcomers and veterans alike.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Student/Education, annual Career Guide

Don't Miss: BlitWorks reveals how it ports games like Fez Exclusive 3
by Alex Wawro [08.20.14]
We catch up with one of the cofounders of BlitWorks, the port house responsible for the PSN versions of Spelunky, Fez and Jet Set Radio, to learn more about how the company does business.
Console/PC, Indie, Programming, Design, Production, Exclusive

'Fail early'? It doesn't work in game dev 26
by Gamasutra Community [08.20.14]
A veteran developer shares his take on the "fail early" mantra: "I have nothing but bad experiences when game companies talk about the importance of failing early."
Console/PC, Smartphone/Tablet, Indie, Production

Blog: Mobile gaming is a giant treadmill 2
by Gamasutra Community [08.20.14]
"Every few months some new game comes along and goes viral, generating huge downloads and revenue ramps. But eventually they fade."
Smartphone/Tablet, Production, Business/Marketing, Mobile Games

Bringing back Shadowgate 10
by Gamasutra Community [08.20.14]
The story of the return of a classic, and the decisions that go into making a game fresh but still please fans who've loved it since the 1980s.
Console/PC, Indie, Art, Design, Production, Business/Marketing

How I made a game with my kids 4
by Gamasutra Community [08.20.14]
A developer tells the story of how his seven year old son's idea for a game called "Bees Get Dead" resulted in Beetastic, developed with his two kids and launched for iOS.
Smartphone/Tablet, Art, Design, Production

Get a job: WB Games is hiring a Cinematics Artist  
by Staff [08.19.14]
Mortal Kombat X developer Netherrealm Studios, a division of WB Games, is looking to bring on an an experienced senior cinematics artist to work in its Chicago office.
Console/PC, Art, Production, Recruitment

Pokemon developer Game Freak is making its first mobile game 1
by Alex Wawro [08.19.14]
The company is making its first foray into mobile development as it prepares to bring its self-published downloadable Nintendo 3DS game Soliti Horse to Android and iOS devices this year.
Console/PC, Smartphone/Tablet, Production, Business/Marketing

GDC GM Meggan Scavio calls for speaker diversity at GDC 2015 2
by GDC Staff [08.19.14]
Game Developers Conference general manager Meggan Scavio explains her plans to expand the diversity of the community interacting at the 28th annual GDC next March.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: How does open-source game development work? 2
by Gamasutra Community [08.19.14]
A quick-and-dirty but informative and interesting interview with the lead developers behind open-source, community-developed game Battle for Wesnoth about how that all works.
Console/PC, Indie, Programming, Production

Video: Cloned at Birth - The story of Vlambeer's Ridiculous Fishing  
by Staff [08.18.14]
A centerpiece in the debate over the cloning of of games, developer Vlambeer shares the story of its award-winning Ridiculous Fishing -- a game that found success through sheer force of will.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Wargaming America is hiring a Community Manager  
by Staff [08.18.14]
World of Tanks' North American publisher Wargaming America seeks an experienced community manager to work as a community liaison alongside the team in its Emeryville office.
Console/PC, Social/Online, Production, Business/Marketing, Recruitment