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November 27, 2015
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November 27, 2015
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Updates » Social/Online
Get a job: Firaxis is hiring a Multiplayer Programmer  
by Staff [06.30.15]
Civilization: Beyond Earth studio Firaxis Games is looking for a network programmer with C/C++ and Visual Studio skills to help develop multiplayer game mechanics at its Baltimore, MD offices.
Console/PC, Social/Online, Programming, Recruitment

Don't Miss: Unorthodox tips for improving your programming skills 41
by Staff [06.30.15]
There are plenty of good resources out there that teach technical skills; this timeless post concentrates on more personal lessons that you often only learn through experience or trial and error.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Mojang closes the book on Scrolls  
by Alex Wawro [06.29.15]
Minecraft developer Mojang is wrapping up work on its strategic digital card game Scrolls, noting in a farewell post that the game's servers will be kept online through at least July of next year.
Console/PC, Social/Online, Business/Marketing

Don't Miss: Blizzard's Diablo II postmortem, 15 years later 4
by Erich Schaefer [06.29.15]
15 years ago this week, Blizzard released Diablo II. Celebrate by reading EP Erich Schaefer's account of what went right and wrong during development of one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Want to find the right game? UC Santa Cruz debuts a new discoverability tool 5
by Christian Nutt [06.25.15]
It's a big problem: Players can't find the games they might like. And developers can't locate prior art, either. Here's an attempt at solving discoverability issues.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Unleashing the power of small teams 9
by Gamasutra Community [06.25.15]
When set up appropriately, small game teams can move with flexibility and speed that's impossible for large teams.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

Survey: 66% of players feel games should be more inclusive 5
by Alex Wawro [06.24.15]
A Quantic Foundry report this week surfaced interesting data from 1,127 game players surveyed about "hot button" issues like F2P monetization, violence and diverse representation in games.
Console/PC, Social/Online, Business/Marketing

Casual game maker Gameduell snaps up Nintendo icon Howard Phillips  
by Alex Wawro [06.24.15]
The game industry veteran, best known as a face of Nintendo's Western business in the '80s, has joined Gameduell to serve as the German casual game company's head of game design and user experience.
Social/Online, Business/Marketing

Blog: A modern asset pipeline - How much time is spent optimizing?  
by Gamasutra Community [06.24.15]
My series on modern asset pipeline continued. In this post we look into how much time is spent on optimizing content.
Console/PC, Social/Online, Smartphone/Tablet, Production

10 things you should know about...programmers 24
by Gamasutra Community [06.24.15]
This is part of a series of six blog posts where different disciplines share what they wish others would know and understand.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

'Als ik Kan': Honoring your craft 2
by Gamasutra Community [06.23.15]
"Sure, thereís a lot of what we do that is create, but thereís a level of craftsmanship here, too. Even if weíre not allowed to perform at our peak, there are still issues that we should address as a matter of pride."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

This Week in Video Game Criticism: From Fury Road to Bullet Hell 1
by Kris Ligman [06.22.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from what games writers can learn from Mad Max: Fury Road to a bullet hell game which learns from its player.
Console/PC, Social/Online, Indie, Design

The benefits of a family-friendly conference at Ludolunch 1
by Phill Cameron [06.18.15]
We talk to Simon Roth and Nia Wearn about their unconference Ludolunch, which benefited from a strong focus on being family friendly.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Check out the 2015 Game Career Guide right now! 2
by Staff [06.16.15]
Hey developers! Looking to advance your career in the game industry? The free annual Game Career Guide for 2015 is out now, and its packed with insight to help industry newcomers and veterans alike.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Things you should consider before 'going pro' as a contractor 4
by Gamasutra Community [06.16.15]
"With writing Iím a professional. Thatís where the money comes in. But for game design Iím the home chef. I donít know if I would ever want to work in a restaurant."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

This Week in Video Game Criticism: From Sunset to salt  
by Kris Ligman [06.15.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from fighting game community slang to a look under the hood of Tale of Tales' Sunset.
Console/PC, Social/Online, Indie, Programming, Design

Follow Gamasutra's E3 coverage all week!  
by Staff [06.15.15]
E3 week is underway! Follow Gamasutra's coverage of breaking news and developer-focused interviews on our special event page.
Console/PC, Social/Online, Smartphone/Tablet, Indie

Cretaceous creativity: Designing dinos for Ark: Survival Evolved  
by Bryant Francis [06.15.15]
How Studio Wildcard developed a dense and diverse ecosystem on a small budget, and how they split the difference between scientific accuracy and Hollywood blockbuster-style action and excitement.
Console/PC, Social/Online, Indie, Design

10 things you should know about ... leads and managers 11
by Gamasutra Community [06.12.15]
A list of insights into the minds of leads and managers -- part of an ongoing series of blog posts about what your coworkers are "really" thinking.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing

Sponsored: How the cloud changed the way our studio makes games  
by Robert Maduri, President, Throwback Entertainment [06.11.15]
Throughout the development of Gladiator: Sword of Vengeance and some other currently-unannounced titles, Throwback Entertainment has been leveraging cloud-based technologies to improve productivity and accessibility.
Social/Online, Programming, Sponsored Article