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June 6, 2013





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Updates » Programming
The art of balancing tower defense games 1
by Gamasutra Community [06.06.13]
Tower defense is a popular genre for indie and mobile games -- and Goal Defense's developer shares the secrets -- and the math -- behind the balance in the popular smartphone game.
Smartphone/Tablet, Indie, Programming, Design

Keeping the simulation dream alive 13
by Gamasutra Community [06.06.13]
BioShock Infinite designer Tynan Sylvester examines why complex simulations often fail to impact players -- and how using tricks of the human psyche, you can design ones that will.
Console/PC, Indie, Programming, Design

What makes the perfect console for indies? 5
by Gamasutra Community [06.05.13]
From Apple's products to OUYA, from Microsoft to Nintendo -- what platform makes the most sense for indie developers? And Yet It Moves developer Martin Pichlmair considers the issue.
Console/PC, Indie, Programming, Business/Marketing

A generative music system, built by Disasterpeace 7
by Gamasutra Community [06.04.13]
Rich Vreeland, better known as Disasterpeace (Fez) shares code for and explains a generative music system -- a "springboard" to use to leap into the world of code-based tunes.
Indie, Programming, Audio

UK's GameCity on a mission to show the interesting side of games Exclusive  
by Leigh Alexander [06.04.13]
With so many events and awards catering to enthusiast niches, how do you build a games event for all? GameCity has some cool ideas this year, with all-star talent on board.
Console/PC, Indie, Programming, Art, Design, Business/Marketing, Exclusive

Building an open-source economics engine 20
by Gamasutra Community [06.04.13]
Lars Doucet has examined how commerce works and built an open-source engine to power economics. In this post, he explains how and why -- and invites you to take his work and run with it.
Indie, Programming, Design

Humor: When your game's launch isn't as smooth as you'd like GDMag Exclusive 7
by Matthew Wasteland & Magnus Underland [06.03.13]
In this reprint from the May 2013 issue of Game Developer magazine, developers release a new online game into the wild -- and descend into revision note hell.
GD Mag, Programming, Design, Production, GD Mag Exclusive

'There is a mindset within the tech business which is 'rinse and repeat.'' 1
by Kris Ligman [06.03.13]
Linden Lab CEO speaks regarding Second Life's 10th anniversary, and having "another opportunity to position Second Life correctly" within a triple-A market.
Console/PC, Social/Online, Programming, Design, Production, Business/Marketing, Video

Blog: Localize your mobile game into these languages 7
by Gamasutra Community [06.03.13]
If you want to reach a sizable audience on iOS or Android, you should be aware what languages your players use -- and this blog post reveals the top languages for those players.
Smartphone/Tablet, Indie, Programming, Business/Marketing

Get a job: 2K Vegas is looking for QA Testers  
by Kris Ligman [06.03.13]
2K Vegas: "Test video game titles on various consoles, PC's and handhelds to ensure flawless game play by thoroughly checking the software for errors and entering them into the testing database."
Console/PC, Programming, Production, Business/Marketing, Recruitment

Narrative design that tells the player's story 1
by John Polson [06.03.13]
Kent Hudson, an indie developer who previously worked on Deus Ex: Invisible War and BioShock 2, says games spend too much time talking at him instead of involving him in the story.
Console/PC, Indie, Programming, Design, Production, Video

Video: Building SimCity's sandbox 4
by GDC Vault Staff [05.31.13]
The fun in sandbox games comes from discovering how the mechanics work, says Maxis' Dan Moskowitz, who shares lessons learned from building SimCity, in this free GDC 2013 video.
Console/PC, Social/Online, Programming, Design, Video

Get a Job: Wargaming America looking for Python expert  
by Kris Ligman [05.30.13]
Wargaming.net's North American arm is seeking a Python programmer for "design and development of game infrastructure services."
Console/PC, Social/Online, Programming, Business/Marketing, Recruitment

Video: Programming better actors in games  
by GDC Vault Staff [05.30.13]
"Acting in computer games really really sucks," said NYU researcher and director Ken Perlin in this GDC 2001 programming lecture.
Console/PC, Programming, Art, Design, Production, Video

MIT's Einsteinian game engine goes open source 1
by Kris Ligman [05.30.13]
MIT Game Lab's OpenRelativity engine, designed to educate players on Einstein's special relativity through the title A Slower Speed of Light, has gone open source for developers.
Serious, Programming, Production, Student/Education

Gamasutra got a facelift. Here's a note from the editor-in-chief 22
by Kris Graft [05.30.13]
We made some changes to our front page layout that we hope will help you find the most relevant stories of the day. Editor-in-chief Kris Graft offers a rundown.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

5 ways engineer interviews go wrong 24
by Gamasutra Community [05.30.13]
Interviews are a crucial part of the hiring process -- but so much can go wrong on both sides of the table, writes Jason Taylor. He explores the perils of interviewing engineers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Business/Marketing, Recruitment

Tools for transitioning from Flash to HTML5 9
by Gamasutra Community [05.30.13]
HTML5 continues to gain momentum, but what do you do if your pipeline and skills are centered on Flash? Here's a quick and helpful list of tools you can transition to.
Smartphone/Tablet, Indie, Programming

Unraveling the puzzle of analytics Exclusive 3
by Staff [05.30.13]
You know you need analytics -- but how do you handle implementing them? What about understanding what you get back? This comprehensive introduction will bring you up to speed.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive

Deploy to your target platform first (and often) 9
by Gamasutra Community [05.30.13]
Many developers don't build to their platform until the end of the project -- but seasoned triple-A developer turned indie Karl Schmidt (Company of Heroes series) explains why that is a grave error.
Console/PC, Smartphone/Tablet, Indie, Programming, Production