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April 16, 2014
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Updates » Programming
'What's the best game dev advice you've ever received?' Exclusive 24
by Kris Graft [03.07.14]
There's a lot of good advice out there about game development, and a lot of bad advice. Today, we took to Twitter to try to get a taste of both the best and the worst.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

PlayStation's software boss and the creator of the Move together in new GDC talk 2
by Kris Graft [03.07.14]
Game Developers Conference has just confirmed a vendor session from Sony Computer Entertainment America that youíll want to keep an eye on.
Console/PC, Programming, GDC

Postmortem: An iPad kids' game from Rare veterans - Jack and the Beanstalk 1
by Gamasutra Community [03.07.14]
Three Rare alumni gathered to create fairytale adventures for kids in the tablet space -- and this is the story of the development their most ambitious project yet.
Smartphone/Tablet, Indie, Programming, Art, Production, Business/Marketing

A Dark Room's unique journey from the web to iOS Exclusive 3
by Leigh Alexander [03.06.14]
Leigh Alexander examines the unique, evocative A Dark Room, catching up with its creator -- and the distant collaborator passionate enough about the game's message to undertake its iOS port.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

A veteran game dev's cry: 'Please fix your hiring practices' 83
by Gamasutra Community [03.06.14]
"I've been creating games and game engines for over 20 years... But despite this vast wealth of experience, I am certifiably un-hirable in the video game industry," writes one exasperated veteran.
Console/PC, Smartphone/Tablet, Programming, Production, Business/Marketing, Recruitment

Microsoft teases DirectX 12 unveil for GDC 16
by Christian Nutt [03.05.14]
A new Twitter account and website reveal that the tech giant will unveil the latest version of its DirectX APIs on March 20, alongside the 2014 Game Developers Conference.
Console/PC, Smartphone/Tablet, Programming

Road to the Student IGF: Gabe Cuzzillo on Foiled Exclusive 1
by John Polson [03.05.14]
Local multiplayer dueler Foiled is "Super Smash Bros meets Nidhogg," with platforming influenced by Super Meat Boy, explains Foiled co-creator Gabe Cuzzillo.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video, IGF

Upcoming exhibition to feature China's emerging indies Exclusive  
by Leigh Alexander [03.05.14]
What's China's indie game scene like? Bryan Ma is curating an exhibition of Chinese art games for Babycastles in New York City, and talks to Gamasutra about some unique challenges facing the nascent space.
Indie, Programming, Art, Design, Exclusive, China

2D platforming collisions in Unity 7
by Gamasutra Community [03.05.14]
"The collision/physics engine in Unity has its fair share of flaws when trying to adapt it to a fast-paced platformer," writes Yowan Langalis. Here are his "workarounds to get near-perfect collision detection."
Console/PC, Indie, Programming

Heroes of Might & Magic III: Remembering its development, 15 years later 6
by Gamasutra Community [03.03.14]
"Most of all, Iím proudest of the wonderful team with whom I was privileged to work, many of whom I still remain in contact with fifteen years later."
Console/PC, Programming, Art, Design, Production, History

Blog: A brief history of video game development 6
by Gamasutra Community [03.03.14]
"Recently an iOS game was released called Star Trux. The game itself is really good, but what is most fascinating about Star Trux is the 35-year story of its making."
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Bug hunting: Unity throws an ArgumentException when building for Android 9
by Gamasutra Community [02.28.14]
Unity's "build" button hides complex processes -- and usually just works. When it fails, sometimes it's time to dig deeper and figure out why.
Smartphone/Tablet, Programming

Road to the IGF: Necrophone Games' Jazzpunk  
by Alex Wawro [02.28.14]
As part of our ongoing Road to the IGF series of interviews with finalists, we chat with Necrophone Games' Luis Hernandez about comedy in games and the bizarrely charming aesthetic of Jazzpunk.
Indie, Programming, Art, Audio, Design, Video, IGF

Road to the IGF: Robin Arnott's SoundSelf Exclusive 1
by Leigh Alexander [02.27.14]
Our Road to the IGF series continues with Robin Arnott's unique and personal SoundSelf, a synesthetic chanting experience with roots in Burning Man and thoughts about sound and consciousness.
Console/PC, Indie, Programming, Audio, Design, Exclusive, Video, IGF

Get a job: Stupid Fun Club seeks a Senior Graphical Engineer  
by Staff [02.26.14]
Will Wright's Stupid Fun Club is seeking a senior-level graphics engineer to work on a product that incorporates "games, entertainment and data visualization" in Berkeley, CA.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Recruitment

Road to the IGF: Christian Etter's Drei Exclusive  
by Leigh Alexander [02.26.14]
Can community defy gravity -- literally? That's the concept behind Christian Etter's stylish Drei, a collaborative iOS game that gathers strangers to build colorful, irregular towers together.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, IGF

Blog: What I learned while doing my one game per week challenge 7
by Gamasutra Community [02.26.14]
Tips "that should be useful to anyone interested in making games" -- "I now have 8 finished games on my website, and I plan to keep going because itís a super interesting project."
Indie, Programming, Design, Production

Recreating Unity Pro features in the free version of Unity 20
by Gamasutra Community [02.25.14]
You can still create a feature-rich, polished game with the free version of Unity, if you keep your expectations reasonable and your design document conservative.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Road to the IGF: Matt Thorson's Towerfall: Ascension Exclusive  
by Leigh Alexander [02.24.14]
As part of our ongoing Road to the IGF series of interviews with finalists, we chat with designer Matt Thorson about Towerfall: Ascension's intimate, nostalgic local multiplayer experience.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

New GDC 2014 talks feature Grand Theft Auto V, rain, and more  
by GDC Staff [02.24.14]
GDC organizers highlight a fresh batch of hot talks, including a session about the audio design of Grand Theft Auto V, a guide to helping designers and engineers work better together, and more.
Console/PC, Programming, Audio, Design, Production, GDC