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April 24, 2014
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April 24, 2014
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Updates » 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

GDC 2014 Summit microtalks feature big ideas in bite-sized chunks  
by GDC Staff [02.18.14]
GDC organizers highlight a few popular Summit microtalks for the upcoming March conference. These rapid-fire roundtable presentations feature luminaries in game education, localization, F2P design and the indie scene.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, GDC

GDC State of the Industry: PS4 leads console interest, self-funding reigns  
by GDC Staff [02.18.14]
A new Game Developers Conference survey shows developers have a preference for PlayStation 4 development when it comes to consoles, and a changing relationship with game publishers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Coding platforming that feels right 10
by Gamasutra Community [02.18.14]
"In my opinion, controls are the very thing that can make or break a game, the base and foundation of every digital interactive experience and really special care should be accorded to this aspect."
Console/PC, Indie, Programming, Design

With new perspective on life and games, Cliff Bleszinski plots next move 19
by Leigh Alexander [02.18.14]
"You spend those first 18 years struggling to grow up, and then the next 18 years struggling to get back." Leigh Alexander talks to a man who wants to be known for more than chainsaw-equipped assault rifles.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Illustrators: Four things your indie coder wants you to know about game art 6
by Gamasutra Community [02.14.14]
A primer for artists -- addressing "the difficulties that visual creatives have when they’re forced to operate in the weird and wondrous framework of a programmer’s code base."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art

Blog: Passive and aggressive anti-piracy for Android 10
by Gamasutra Community [02.12.14]
"Here is an easily hidden technique I call 'scuttling' that works for Android apps deployed to Google and Amazon. Scuttling is front-end piracy detection by the app."
Smartphone/Tablet, Programming

Blog: Understanding ForceMode physics in Unity  
by Gamasutra Community [02.12.14]
A quick, informative programming post about implementing object physics in Unity: "Forces can be added using one of four different 'modes'. The names of these modes aren't very enlightening."
Console/PC, Smartphone/Tablet, Indie, Programming

Miss Steam Dev Days? Watch the video presentations here 1
by Christian Nutt [02.11.14]
Last month, Valve invited select developers to Washington for its first-ever conference. Now, anyone can watch the presentations on the web.
Console/PC, Indie, Programming, Audio, Design, Production, Business/Marketing, Video

'Beating' games around the world Exclusive 36
by Leigh Alexander [02.10.14]
Turns out "beating" games is a mostly a North American phrasing. Leigh Alexander wondered what that said about us -- and ended up learning a fascinating variety of global phrases for finishing games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

GDC 2014 adds talks about The Last Of Us, Broken Age and more  
by GDC Staff [02.10.14]
Today's GDC 2014 session highlights include a rundown of the contextual dialog system in The Last Of Us, a sneak peek at the scalable graphics engine of Double Fine's Broken Age, and more.
Console/PC, Smartphone/Tablet, Programming, Design, GDC

Blog: How the mobile web will displace app stores 9
by Gamasutra Community [02.10.14]
"App store alternatives are starting to emerge. And I firmly believe the mobile web will be the next great platform for casual gaming."
Smartphone/Tablet, Programming, Production, Business/Marketing

For a generation, Nintendo's business is personal Exclusive 27
by Leigh Alexander [02.07.14]
In the wake of Nintendo's recent financial shortfalls and the wave of opinions about what Nintendo must do to fix its problems, Leigh Alexander examines why we're so invested in this company.
Console/PC, Programming, Art, Design, Exclusive

Optimization tips and tricks for ShiVa 2
by Gamasutra Community [02.07.14]
Getting a game running smoothly on a low-powered device can be a challenge. This post covers one developer's ShiVA workflow, showcasing how he crunched polys and got his game running fast.
Indie, Programming, Art, Production

Blog: Turning your Steam Machine into a dev kit 8
by Gamasutra Community [02.07.14]
Get a Steam Machine? This post explains how to turn it into a dev machine, enabling "easy deployment of software, remote control (starting and killing of processes, grabbing screenshots), and remote debugging."
Console/PC, Indie, Programming

Level design in a procedurally generated game 15
by Gamasutra Community [02.07.14]
A level designer who was personally invested in hand-authored content describes exactly how her team approaches procedurally generated content in its games -- step by step.
Console/PC, Indie, Programming, Design

Road to the IGF: Simogo's DEVICE 6 Exclusive  
by Leigh Alexander [02.05.14]
Continuing Gamasutra's Road to the IGF series of interviews with nominated developers, we talk to Simogo's Simon Flesser about DEVICE 6, a stylish and surreal narrative-driven iOS puzzle game.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, Mobile Games, IGF

Solving 2.5D rendering challenges in Lovers in a Dangerous Spacetime 4
by Gamasutra Community [02.05.14]
A technique for 2.5D rendering in Unity: "Our solution was simple. In Maya, we would combine all the quads into a single mesh and that would solve all of our problems."
Console/PC, Indie, Programming, Art, Production

Watch DICE Summit sessions streamed live  
by Staff [02.05.14]
The annual DICE Summit is in Las Vegas this week, and starting today at 9:30 a.m. PST (12:30 p.m. EST), the event will be streamed via Twitch.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video