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April 23, 2014
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April 23, 2014
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Updates » 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

Creating 2D background art for a hidden object game 7
by Gamasutra Community [02.24.14]
An in-depth breakdown of the art and design of the Facebook hidden object game, Jane Austen Unbound!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Production

Double Fine's ex-tech director launches new tool for Unity Exclusive 3
by Kris Graft [02.21.14]
Nathan Martz spent eight-and-a-half years working at Double Fine and co-created the studio's Buddha engine. Now he's released tools to help people make better video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Production, Exclusive

Character movement in Unity, in Lovers in a Dangerous Spacetime 12
by Gamasutra Community [02.21.14]
How indie developer Asteroid Base manages to move characters across arbitrary 2.5D geometry in Unity, in its IGF 2013 finalist game Lovers in a Dangerous Spacetime.
Indie, Programming, Design

Get a job: Sucker Punch is hiring a Gameplay Programmer 1
by Staff [02.20.14]
InFamous: Second Son developer Sucker Punch is looking to hire a gameplay programmer to work alongside the team in the studio's Bellevue, WA office.
Console/PC, Programming, Recruitment

GDC 2014 features developer days from Unity, Google, Tencent and Amazon  
by GDC Staff [02.20.14]
GDC 2014 organizers are highlighting more day-long sponsored developer days for the March conference, covering Google hardware, Unity Technologies, Amazon's AppStream, and more.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Production, Business/Marketing, GDC

The poor man's gameplay analytics 2
by Gamasutra Community [02.20.14]
"You don't want to write boring analytics code. So you either call up some friends, hire playtesters, integrate some third party SDK, or just do without. WRONG. You roll your own solution."
Console/PC, Indie, Programming, Design

Introduction to Unity Android performance optimization 9
by Gamasutra Community [02.20.14]
Performance-enhancing tricks -- with code samples -- for novice mobile developers getting their Android games off the ground in Unity.
Smartphone/Tablet, Indie, Programming

Eliss Infinity came out of a one-man, at-home 'game jam' Exclusive 2
by Kris Ligman [02.19.14]
Recently released for iOS, Eliss Infinity is an updated edition of one of the first breakout hits from Apple's App Store. Developer Steph Thirion shares why he came back to the game.
Smartphone/Tablet, Indie, Programming, Design, Exclusive, Video

Irrational Games, journalism, and airing dirty laundry Exclusive 88
by Leigh Alexander [02.19.14]
Gamasutra's Leigh Alexander looks back a few years to put the impending closure of Irrational Games into better context, from a game industry and journalism vantage point.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Exclusive