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February 9, 2016
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February 9, 2016
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Updates » Social/Online
New advertising guidelines look to enforce vlogger transparency 2
by Chris Kerr [08.19.15]
The UK Committee of Advertising Practice has produced a fresh set guidelines for vloggers currently taking payment in exchange for promotional videos.
Social/Online, Business/Marketing

Can crunch ever be fixed in the game industry? 24
by Gamasutra Community [08.18.15]
"One of the puzzling attitudes I've seen in the games industry is companies talking about focusing on long term success, yet not taking a firm position against crunch."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Monster Strike making $4.2 million a day in sales  
by Chris Kerr [08.18.15]
Japanese developer Mixi has revealed that its co-op action RPG, Monster Strike, brought in $378 million between April 1 and June 30 - that's $4.2 million a day.
Social/Online, Smartphone/Tablet, Business/Marketing

Study: 72% of teens play games, but boys overshadow girls in online play 2
by Alex Wawro [08.17.15]
The Pew Research Center has published a study suggesting that while the majority (72 percent) of teens play video games, teen girls are far less likely to play online than their male counterparts.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Don't Miss: Learning to love handicaps in competitive games 29
by Keith Burgun [08.17.15]
Rubberbanding and injected randomness can level the playing field in competitive games -- but they can also cause problems, potentially harming your game design. So why not take a look at handicaps?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

F2P studio Rumble sells majority stake to China's iDreamSky for $10M  
by Alex Wawro [08.17.15]
Chinese company iDreamSky, best known for localizing Western games for China, has spent $10 million to acquire a majority stake in California-based free-to-play game studio Rumble Entertainment.
Social/Online, Smartphone/Tablet, Business/Marketing

Developers, tell us your best Dirty Coding Tricks! 1
by Staff [08.17.15]
The "Dirty Coding Tricks" articles have been among the most popular on Gamasutra, and that's why we're asking you to share your stories -- so we can do a part 3!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Wargaming is hiring an experienced Graphics Engineer  
by Staff [08.14.15]
World of Tanks maker is seeking an a graphics engineer to take a lead role in working on the company's current and upcoming projects alongside the team in its Chicago, Illinois studio.
Console/PC, Social/Online, Programming, Recruitment

Don't Miss: How Bungie built the weapons, worlds and lore of Destiny 20
by Staff [08.14.15]
Hear the four pillars that guided the world design for Bungie's remarkably popular Destiny, from art director Christopher Barrett and design director Joe Staten in this free GDC 2013 video.
Console/PC, Social/Online, Programming, Production

Video: Your brilliant idea has been done before -- but do it anyway 1
by Staff [08.14.15]
Real talk: Your amazing, innovative, one-of-a-kind game/story/character/song has almost certainly been done before. Probably more than once. At GDC 2014, Nika Harper explains why that shouldn't stop you.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Nexon's fortunes rise on the back of a 10-year-old F2P game 2
by Alex Wawro [08.13.15]
Korean free-to-play game publisher Nexon seems to be having a good year, as the company reported earnings for the second quarter of its 2015 fiscal year that were on the high end of its expectations.
Social/Online, Business/Marketing

Don't Miss: 10 seminal postmortems every developer should read Exclusive 3
by Alex Wawro [08.13.15]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

Ingress developer Niantic Labs leaves Google behind  
by Chris Kerr [08.13.15]
Niantic Labs, Google's in-house game studio, and the team responsible for augmented reality cyberpunk thriller, Ingress, will soon become an independent company.
Social/Online, Indie, Business/Marketing

A survey of social aspects of social games 1
by Gamasutra Community [08.12.15]
"How people interact with each other in games are important in todayís games. Games are still under evolution, especially social games. I also propose some ideas about how to make games more attractive."
Social/Online, Smartphone/Tablet, Design

Video: See the beauty and the value of supposedly 'broken' games 1
by Staff [08.11.15]
Game designer Naomi Clark takes the stage at GDC 2015 to deliver a brief, passionate paean to what she described as "weird little messy, artsy games" that "dare to be cantankerous and obtuse."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Give us your Dirty Coding Tricks! 1
by Staff [08.11.15]
The "Dirty Coding Tricks" articles have been among the most popular on Gamasutra, and that's why we're asking you to share your stories -- so we can do a part 3!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Shinra's cloud gaming tech makes its U.S. debut -- in Kansas City  
by Alex Wawro [08.11.15]
Square Enix's cloud gaming company Shinra Technologies has launched the first North American technical beta test of its remote game-streaming platform -- for Google Fiber subscribers in Kansas City.
Social/Online, Business/Marketing

New study sheds light on how teens form relationships around video games  
by Chris Kerr [08.11.15]
A recent Pew Research Center exploring the new contours of friendship in the digital age has found that video games are becoming a fundamental part of teenage friendships.
Console/PC, Social/Online, Business/Marketing

How we bought YoWorld from Zynga and brought it back  
by Gamasutra Community [08.10.15]
"Itís no secret: games are sunset for a reason," writes YoWorld's Sam Kim. But: "This investment is paying off. The game has seen more than a 40% lift in daily active users since we acquired it from Zynga."
Social/Online, Production, Business/Marketing

Getting Zynga back on track is a long-term job, says Pincus 2
by Christian Nutt [08.07.15]
And he has advice anyone can use: "What we learned and are learning in mobile is that the overnight successes take two to three years to get to."
Social/Online, Smartphone/Tablet, Business/Marketing