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October 23, 2014
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October 23, 2014
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Updates » Programming
Designing a 2D jump 8
by Gamasutra Community [08.19.14]
The design (and a bit of the math) behind 2D jumps -- what makes them feel good and how you can implement them in your game, as taught by the classics.
Console/PC, Indie, Programming, Design

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

A guide to submitting to the Unity Asset Store 4
by Gamasutra Community [08.18.14]
From getting your package ready to submitting and updating, this guide to the Unity Asset Store should help you get started with your submissions.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing

Get a job: Retro Studios is hiring a Tools Engineer  
by Staff [08.15.14]
Austin, Texas-based, Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is seeking a Tools Engineer.
Console/PC, Programming, Recruitment

Reboot Quest: Behind the indie-centric Sierra relaunch Exclusive 5
by Leigh Alexander [08.15.14]
We talk to Bob Loya about how a passionate kernel of game fans within Activision convinced the giant to take a chance on reviving the Sierra label -- and what the future could hold for the initiative.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Exclusive, GDC Europe

Video: An oral history - Former Xbox boss Ed Fries on the early days 1
by Alex Wawro [08.14.14]
Halo 2600 developer and former Xbox exec Ed Fries speaks at length about his history and his work at Microsoft as part of the Computer History Museum's "Oral History" series.
Console/PC, Programming, Design, Production, Video

Gamasutra's top stories from GDC Europe 2014 Exclusive  
by Alex Wawro [08.14.14]
We've compiled a list of our most popular GDC Europe stories this week, which should give you an easy way to catch up on some of the most interesting learnings to come out of the conference.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GDC Europe, IGF

Blog: How I accidentally gave away my game for free 20
by Gamasutra Community [08.13.14]
"I forgot to switch out the test code before I submitted the game. As a result, you can open my game, tap on Restore Purchases, and then BOOM, you just snatched a $1.99 game for free."
Smartphone/Tablet, Programming, Business/Marketing

Porting PC to mobile using SDL 2
by Gamasutra Community [08.12.14]
"We chose SDL to replace the engine innards because it saved us the trouble of writing all the low-level code ourselves, yet SDL itself was sufficiently low-level that we could plug it in our engine. This worked admirably well."
Console/PC, Smartphone/Tablet, Indie, Programming

Independent AAA: Ninja Theory's new path to survive, thrive in new age 18
by Leigh Alexander [08.12.14]
Ninja Theory co-founder Tameem Antoniades opens up about the incredible struggles the studio has faced versus the AAA industry machine -- and his hopes for a new path forward for "independent AAA" games.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, GDC Europe

Achievements everywhere: Implementing on the web and mobile platforms 2
by Gamasutra Community [08.12.14]
A guide to implementing achievements for your game using Google Play, iOS Game Center, Amazon, Kongregate, Newgrounds, and Facebook.
Social/Online, Smartphone/Tablet, Programming, Business/Marketing

The hilarious success story of Goat Simulator 1
by Leigh Alexander [08.12.14]
Coffee Stain Studios' Armin Ibrisagic shares the success story of Goat Simulator, and how a joke concept -- and a goat asset bought on sale from the internet -- led the studio to surprise success.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, GDC Europe

Game feel tips: The 'ghost jump' 14
by Gamasutra Community [08.12.14]
On jumping problems: "it is not actually the player’s fault: a combination of input and video latency gives the clear impression that the button was pressed while the character was still on the platform."
Console/PC, Indie, Programming, Design

Botting to a $130,000 profit in the Diablo III Auction House 8
by Christian Nutt [08.11.14]
Bulgarian bot user "Cherokee Brook" details how he made over €100,000 (over $133,000) in a year of exploiting Diablo III's real money Auction House.
Console/PC, Programming, Business/Marketing

Unity 4.3 now available for Xbox One developers  
by Christian Nutt [08.11.14]
Registered Xbox One developers (with official dev kits) can get Unity 4.3 with ability to build to, and compatibility enhancements for, Xbox One.
Console/PC, Indie, Programming, Business/Marketing

Head-tracking for an abstract reality  
by Gamasutra Community [08.11.14]
"When you scuba-dive, a good snorkel mask makes all the difference in the world... what Oculus has done is the equivalent of creating a better scuba mask: one that doesn’t constantly spray salt-water into your eyes."
Console/PC, Indie, Programming, Design, VR

Use plugins from Unity Store, or create plugins from scratch? 5
by Gamasutra Community [08.11.14]
"Your best choice will be always trying what is already done, but you should never discard doing it by yourself, you can always improve what is done in some way."
Console/PC, Smartphone/Tablet, Indie, Programming

Don't monetize like League of Legends, consultant says Exclusive 32
by Leigh Alexander [08.11.14]
By many metrics, League of Legends is the most-played game in the world. But its monetization system probably won't work for your online game -- consultant Teut Weidemann explains the stats.
Console/PC, Social/Online, Indie, Serious, Programming, Design, Business/Marketing, Exclusive, GDC Europe

Standing out: Paradox CEO's tips for a complicated market Exclusive  
by Leigh Alexander [08.11.14]
In a climate where widely-imitated successes lead to rapidly-proliferating genres and widespread borrowing, how can you find a vision for your own game that stands out? Paradox CEO Fred Wester has advice.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Business/Marketing, Exclusive, GDC Europe