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April 27, 2015
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April 27, 2015
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Anna Sweet is the latest Valve employee to join Oculus  
by Alex Wawro [04.27.15]
The longtime Valve frontwoman has recently joined Oculus (alongside Google's Mary Lou Jepsen) and will be serving as the VR company's head of developer strategy going forward.
Console/PC, Business/Marketing

Bethesda breaks down why Skyrim modders ought to be paid  
by Alex Wawro [04.27.15]
Bethesda Softworks has published a lengthy explanation of why it agreed to let Skyrim be the guinea pig for the (aborted) launch of Valve's premium mod storefronts.
Console/PC, Business/Marketing

Valve changes its mind, removes all paid Skyrim mods from Steam 6
by Alex Wawro [04.27.15]
Valve has (at least temporarily) removed all paid Skyrim mods from Steam in conjunction with Bethesda and will issue refunds to anyone who purchased a Skyrim mod.
Console/PC, Business/Marketing

Video: Brian Moriarty's classic postmortem of Loom  
by Staff [04.27.15]
At GDC 2015 Loom creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Co-productions: A new potential model for game development  
by Brandon Sheffield [04.27.15]
The co-CEO if Quantic Dream outlines a relatively unexplored path for game companies to mitigate the risks of game development and share in the rewards: co-production, especially across different regions.
Console/PC, Production

Obituary: Dolphin emulator contributor Rachel Bryk 1
by Alex Wawro [04.27.15]
Rachel Bryk, best known for her contributions to the development of the Dolphin emulator, passed away last week at the age of 23.

Get a job: Twisted Pixel seeks an experienced Systems Engineer  
by Staff [04.27.15]
'Splosion Man creator Twisted Pixel Games is aiming to bring on a senior (or at least mid-level) engineer to work on developing game dev tools and systems at its studio in Austin, Texas.
Console/PC, Indie, Programming, Recruitment

Konami scraps Kojima and del Toro's Silent Hills project  
by Alex Wawro [04.27.15]
Konami has confirmed plans to scrap development of its upcoming Hideo Kojima-Guillermo del Toro collaboration Silent Hills and pull its innovative demo/announcement P.T. from the PlayStation Network.
Console/PC, Business/Marketing

Square Enix's key to crowdfunding: Focus on your core audience  
by Brandon Sheffield [04.27.15]
Wave after wave of Kickstarter announcements has exhausted the press, says Square Enix Collective lead Phil Elliott, so don't PR blast your next campaign -- focus on your fans and influencers instead.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: The Skyrim mod that was also a job application Exclusive 32
by Mike Rose [04.27.15]
In 2013, there was only one studio in the whole world Alexander Velicky wanted to work for -- so he put thousands of hours of game dev work into a single mod for one of their games.
Console/PC, Design, Business/Marketing, Exclusive

5 takeaways from Gabe Newell's Reddit Q&A on paid mods 1
by Alex Wawro [04.27.15]
Some choice quotes from Newell's Reddit Q&A that help shed light on what Valve hopes to achieve by allowing modders to sell their work -- and how it fits into the company's long-term goals for Steam.
Console/PC, Design, Business/Marketing

How to tune a simulation game 2
by Gamasutra Community [04.27.15]
"The 'brute force' approach would be to just make up some tuning values, and play the game a bunch of times and tweak. So we turned to the game designer's best friend: Microsoft Excel."
Console/PC, Smartphone/Tablet, Indie, Design

This Week in Video Game Criticism: From the storytelling of Bloodborne to the mechanics of Tarot  
by Riley MacLeod [04.27.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Riley MacLeod on topics ranging from the storytelling of Bloodborne to the closure mechanics of Tarot.
Console/PC, Indie, Design

How-to: Beautiful abstract graphics, really quick 2
by Gamasutra Community [04.27.15]
"A lot of praises has been made about the graphics in our Ludum Dare game Star Driller Ultra. How did we make such beautiful graphics in a short amount of time? Itís a lot easier than you think."
Console/PC, Indie, Art

Make it work: A PAX postmortem 5
by Gamasutra Community [04.27.15]
A detailed look back at what it takes to put on a multi-game booth at PAX -- complete with everything that happened and the costs of it all.
Console/PC

Apple Watch: The birth of micro-gaming 3
by Gamasutra Community [04.27.15]
"Due to the small screen size and platform limitations, games on the Apple Watch will need to be reimagined to fit in a new gaming category: Micro-Gaming."
Smartphone/Tablet, Business/Marketing

Are players less skilled than they were 20 years ago? 27
by Gamasutra Community [04.27.15]
Data on player death in an indie game: "We have learned that PC gamers play far better than smartphone casual gamers. Not only that, casual gamers are terrible players!"
Console/PC, Smartphone/Tablet, Indie, Design

The GameStopping of the local retro game retailer 4
by Bryant Francis [04.27.15]
GameStop's recent moves into the retro video game market could cause major shifts for small independent retro game retailers.
Console/PC, Business/Marketing, History

You can get U.S. government grant money for your educational game 1
by Christian Nutt [04.24.15]
ďEight years ago, our programís portfolio didnít include a single educational-themed game or project. Today, about half of those projects are educational games.Ē
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing

Video: VR game design for indies  
by Staff [04.24.15]
As part of the GDC 2015 Independent Games Summit, a panel of indie developers with VR development experience try and shed some light on the idiosyncracies of making VR games.
Indie, Design, Video, Vault