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September 1, 2015
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September 1, 2015
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Creating the cosmic soundscape of Nova-111  
by Gamasutra Community [09.01.15]
"I did the music and sound effects for it over the course of roughly three years and I am super proud of what has been accomplished during that time."
Console/PC, Indie, Audio

Beating Dark Souls? Hard. Designing 'Twitch Plays Dark Souls?' SUPER hard.  
by Chloi Rad [09.01.15]
Masochists rejoice! Someone turned the punishingly difficult Dark Souls into the even more challenging crowdplay experience Twitch Plays Dark Souls. He tells us how he made it playable.
Console/PC, Design

Looking back at Disastr_Blastr's dev: Two years as a solo indie 1
by Gamasutra Community [09.01.15]
"Here you have it -- all the best thoughts and observations I could scrape together from 2+ years of solo indie development. I hope some of you out there find this useful."
Console/PC, Indie, Art, Audio, Design, Production, Business/Marketing

Sales of unearthed Atari games from New Mexico dump generate over $100k 2
by Christian Nutt [08.31.15]
E.T.: The Extra-Terrestrial and other carts that were buried in a desert landfill turned out to be worth hundreds of thousands of dollars.
Console/PC, Business/Marketing, History

Oculus Rift SDK gets performance boost: 'Direct Driver Mode' unlocked  
by Christian Nutt [08.31.15]
Latency is the enemy of virtual reality development, and Oculus has convinced both AMD and Nvidia to collaborate on a new mode that offers more horsepower.
Console/PC, Indie, Programming, VR

Smartwatch games heat up, as dev Everywear nabs $2.25m in funding  
by Christian Nutt [08.31.15]
Runeblade, billed as "the first fantasy adventure on a smartwatch" according to its devs, must have impressed someone: The company closed a big funding round.
Smartphone/Tablet, Business/Marketing

Get a job: Vrse seeks a Mobile Developer with Unity experience  
by Staff [08.31.15]
L.A.-based VR startup VRSE is looking for someone with Unity experience to work on the team that designs, implements, and maintains its mobile platform for virtual reality content.
Smartphone/Tablet, Programming, Recruitment

Why Apple banned chart-topping game Monster Strike from the App Store 1
by Christian Nutt [08.31.15]
Mixi's game has consistently ranked at the top of the iOS charts in Japan -- it's #2 right now. So why did Apple take it down over the weekend?
Smartphone/Tablet, Business/Marketing

Video: Crafting procedurally-generated levels for Shattered Planet  
by Staff [08.31.15]
Tanya Short of Kitfox Games shares some advice on procedurally generating levels as part of her GDC 2015 Game Design Case Study on Kitfox's spacefaring survival roguelike Shattered Planet.
Console/PC, Indie, Design, Video, Vault

Ex-Blizzard exec donates 20+ years' worth of company artifacts to museum  
by Alex Wawro [08.31.15]
Longtime Blizzard exec Paul Sams has donated a collection of over 1,500 Blizzard games, marketing materials and merchandise accrued over his 23-year tenure at the company to The Strong Museum of Play.
Console/PC, Business/Marketing

Don't Miss: What Metal Gear Solid 3 taught us about hyperreal narrative Exclusive 4
by Zoran Iovanovici [08.31.15]
In this classic feature, writer Zoran Iovanovici reflects on Snake Eater's focus on deception and "the struggle to gain understanding in the sea of messages which may or may not be truth or reality."
Console/PC, Design, Exclusive

New AbleGamers program aims to support game dev students with disabilities 1
by Alex Wawro [08.31.15]
The AbleGamers Charity has launched a fellowship program meant to support prospective game design students with disabilities through financial aid, internship opportunities and mentorship.
Serious, Business/Marketing

How Blizzard cross-markets its fans 2
by Gamasutra Community [08.31.15]
"Blizzard comes out as the winner as they get more people looking at their game and the entire brand as a whole becomes stronger. But Blizzard has been slowly taking this further in recent months."
Console/PC, Business/Marketing

Inside the minds of YouTubers: How they think about your game 9
by Gamasutra Community [08.31.15]
"I will never lie about my opinion on a game for any reason ... I am someone who has spent my entire life gaming so I know a lot about them."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

This Week in Video Game Criticism: From philosophy in Pillars of Eternity to demystifying MOBAs  
by Kris Ligman [08.31.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from philosophy in Pillars of Eternity to a new series aimed at demystifying MOBAs and eSports.
Console/PC, Social/Online, Indie, Design, Business/Marketing

RPGs that brought something new to the table: The revenge 4
by Gamasutra Community [08.31.15]
"One of the things I most enjoy about RPGs from the 70's and 80's is that 'frontier' feeling, as no one had a blueprint on how to things, people just kept trying different things."
Console/PC, Design

Blog: Why we need to leave 'hobby' behind, as a label for video games 5
by Gamasutra Community [08.31.15]
"I will never call games a hobby, because I feel that intrinsic within that word, in the context of this medium, there is something reductive, something controlling. We’re in a time of significant cultural tension."
Console/PC, Business/Marketing

Creative Assembly design director joins Sony VR team  
by Chris Kerr [08.31.15]
Creative Assembly design director, Gary Napper, has revealed he'll be leaving the Alien: Isolation developer to work at Sony - specifically with the PlayStation creator's Morpheus VR headset.
Console/PC, Business/Marketing, VR

A close look at Southeast Asia, and the potential for your mobile game there 4
by Gamasutra Community [08.31.15]
"Mobile games dominate in Southeast Asia. In 2015, mobile revenues already account for nearly half the $1.4Bn Southeast Asian games market."
Smartphone/Tablet, Business/Marketing

Making a game feel new again by revamping player mobility 5
by Gamasutra Community [08.31.15]
A detailed tour through the design of Shovel Knight's all-new playable character, Plague Knight, and how his completely different movement style posed both challenges and opportunities.
Console/PC, Indie, Design