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February 1, 2015
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February 1, 2015
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Updates » Social/Online
As the game market floods, are publishers back in style? 9
by Kris Graft [01.19.15]
Some data from a recent Game Developers Conference State of the Industry survey has got me thinking about trends in self-publishing.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

'Has making games gotten easier or harder as you get older? Why?' 7
by Alex Wawro [01.16.15]
As the game industry matures, developers must balance the demands of their careers with the realities of growing older. Gamasutra asks its Twitter followers whether things get easier -- or harder.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

GDC poll suggests most game developers still rely on self-funding  
by Staff [01.16.15]
Big VC windfalls and crowdfunding successes make the headlines, but the majority of developers still fund their work using either their company’s existing warchest or their own personal funds.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Alt.Ctrl.GDC alternative input exhibit reveals GDC game lineup  
by Staff [01.16.15]
Out of over 100 submissions, Game Developers Conference 2015 organizers have chosen 15 teams for the return of alt.ctrl.GDC, an on-site exhibit of alternative control schemes and games.
Console/PC, Social/Online, Indie, Business/Marketing, GDC

10 quotes every game developer should remember 12
by Alex Wawro [01.15.15]
From Carmack to Wallick to the makers of Monument Valley, here are ten nuggets of timeless advice from game developers across the industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

A new, free, simple press kit tool: Differently 9
by Gamasutra Community [01.14.15]
A free alternative to Vlambeer's presskit() arises, thanks to one developer's different needs, and with a different approach to how it was developed. It's available now.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Unit tests vs. functional tests: Round 1 2
by Gamasutra Community [01.14.15]
"Long story short – I made the initial set of tests pass, but when I ran the code in Tamy (my game engine editor) on the sample assets I had, it broke spectacularly."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

This Week in Video Game Criticism: Ludocentricism and the 'Age of Games'  
by Mark Filipowich [01.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from the 'ludocentrism' of games discourse to a different take on Eric Zimmerman's 'Ludic Century.'
Console/PC, Social/Online, Indie, Design, Business/Marketing

The basics of predicting player behavior with analytics 7
by Gamasutra Community [01.13.15]
"The more data the algorithm has access to, the more it understands likelihood, and the more it can tell you how often that guess has turned out right."
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Make time to check out these excellent GDC 2015 Advocacy talks  
by Staff [01.12.15]
GDC officials highlight more great Advocacy track sessions in advance of the deadline for discounted early registration. Once again, Advocacy track talks are open to all GDC 2015 passholders.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC

Anything goes: How Destiny just went free-to-cheat 53
by Gamasutra Community [01.12.15]
"Bungie just signed a carte blanche to all exploits, cheats that will most certainly pop up now on a regular basis. By not reacting at all they removed the incentive for players to play fair."
Console/PC, Social/Online, Design, Business/Marketing

Video: Painful PR lessons learned on the way to Guacamelee! 1
by Staff [01.09.15]
Developers, how do you best maximize your game's exposure with a limited marketing budget? Drinkbox Studios' (Guacamelee!) Chris McQuinn shares his advice and lessons learned in this GDC 2014 talk.
Console/PC, Social/Online, Indie, Business/Marketing, Video, Vault

SOE's Smedley sees an 'astounding' market for F2P on consoles Exclusive 2
by Alex Wawro [01.07.15]
Free-to-play is booming, but consoles still get a cold shoulder from F2P devs focused on the mobile and PC markets. Sony Online Entertainment president John Smedley explains why that's a bad idea.
Console/PC, Social/Online, Business/Marketing, Exclusive

Intel to invest $300 million in tech, game diversity 23
by Kris Graft [01.07.15]
In a bold display of putting-its-money-where-its-mouth-is, Intel said it has earmarked $300 million over the next five years for initiatives to increase diversity at Intel, as well as in the overall tech and game industries.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

The Game Outcomes Project: Building effective teams 27
by Gamasutra Community [01.07.15]
Born from a survey that yielded data about the most effective practices for team-based game development, The Game Outcomes Project is back -- this time, with info on how to build your team.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Riot rewards League of Legends players for not being jerks 10
by Christian Nutt [01.06.15]
If you're looking for new ways to reward positive players in your community, Riot has added a new strategy to its playbook.
Console/PC, Social/Online, Business/Marketing

8 game production tips: What we learned the hard way 6
by Gamasutra Community [01.06.15]
Eight game production tips learned "the hard way" -- with topics ranging from localization to community events and project planning.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

A primer on repeatable random numbers in video games 6
by Gamasutra Community [01.06.15]
"If you're creating anything procedural, you're guaranteed to come in need of random numbers. And if you want to be able to produce the same result more than once, you'll need the numbers to be repeatable."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Sony gears up to launch PlayStation Now subscription system 4
by Alex Wawro [01.05.15]
Sony has set prices and a launch date of January 13th on a subscription system for its PlayStation Now game streaming service, which has been working through beta testing since last January.
Console/PC, Social/Online

This Year in Video Game Criticism: The Games That Shaped 2014 2
by Eric Swain [01.05.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain from the entirety of 2014. From the year's biggest releases to social and cultural issues affecting games, let's see what had the critics talking!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design