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January 24, 2015
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January 24, 2015
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'If you had to pick one game for aspiring devs to study, what would it be?' 5
by Christian Nutt [01.23.15]
What game teaches you the lessons you need to know to make games? What game really matters -- and why does it matter? We asked our followers.
Console/PC, Indie, Design

DayZ hits 3 million sales after 13 months in Early Access  
by Christian Nutt [01.23.15]
The popular standalone version of DayZ has hit 3 million sales in just over a year -- as the team works to rebuild its engine from the ground up.
Console/PC, Business/Marketing

Get a job: Be a Mobile Game Engineer for Sega Networks  
by Staff [01.23.15]
Sega Networks' Three Rings studio is looking for developers with strong backgrounds in mobile and server-side engineering to work on new mobile and live operations games in San Francisco, CA.
Smartphone/Tablet, Programming, Recruitment

Video: Building Glitch City, a Voltron-like indie dev collective  
by Staff [01.23.15]
At GDC Next 2014, indie developers Asher Vollmer, Teddy Diefenbach, Ben Esposito and other Glitch City members discuss their failures and successes in founding an indie dev collective and workspace.
Indie, Business/Marketing, Video, Vault

The development and sales of a niche iOS game: Freediving Hunter 4
by Gamasutra Community [01.23.15]
A quick and cost breakdown, and sales/revenue (with promotional costs factored in) for Freediving Hunter, which has been available on the App Store for 8 months.
Smartphone/Tablet, Business/Marketing

Don't Miss: Game programming tips from Super Meat Boy's coder 40
by Tommy Refenes [01.23.15]
Taking your first steps toward your dream game is an overwhelming feeling. In this classic blog, Super Meat Boy programmer Tommy Refenes offers practical tips for aspiring (and veteran) developers.
Console/PC, Indie, Programming

Numbers in games: What they say about us 9
by Gamasutra Community [01.23.15]
"Clearly I seem to be drawn to games about numbers going up. But the truth of the matter is the numbers in games mean things -- they represent complex systems, whether ecosystems, economies or relationships."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

The rough road of taking HyperBowl from arcade attraction to mobile game  
by Gamasutra Community [01.23.15]
A 2001 arcade attraction game becomes a modern mobile title -- a fascinating story that includes crashed PCs, difficult data exports, and a move to Unity.
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

Ditch the booth! A DIY game promotion manifesto 1
by Gamasutra Community [01.23.15]
"You don't need a festival or conference or expo to show your creations. Stop waiting for marketplaces to 'solve' discoverability. Reach out to your local and surrounding communities."
Console/PC, Indie, Business/Marketing

Removing the bottleneck: Programming a dynamic event system 2
by Gamasutra Community [01.23.15]
"By breaking the game into simple event sequences, we're able to build a robust system that allows anyone on the team to use a drag and drop UI to implement a vast array of content instead of requesting coding time."
Console/PC, Indie, Programming, Design

Get community management tips from MMO experts at GDC 2015  
by Staff [01.23.15]
At GDC 2015, veteran online game developers Raph Koster, Richard Vogel and Gordon Walton will team up to discuss smart, effective community management practices.
Social/Online, Business/Marketing, GDC

Blog: My game's done. Now comes the stress of a one-man PR effort 13
by Gamasutra Community [01.23.15]
"The important thing to keep in mind: don't read too much of the feedback. The negative reactions (and they are always amongst the first) are not helpful in keeping enthusiastic and telling the world about your game."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Blog: On downloadable press kits, and what the press needs 3
by Gamasutra Community [01.23.15]
IndieGames.com editor Lena LeRay offers a quick, practical list of what she's looking for -- and not looking for -- in your game's press kit.
Indie, Business/Marketing

Interactive storytelling a top priority at new studio from Brothers designer 5
by Phill Cameron [01.23.15]
We talk to Hazelight's writer and director Josef Fares about the transition from Starbreeze to forming an independent studio, as well as his thoughts on the state of interactive story telling in 2015.
Console/PC, Indie, Design, Production

Work for hire horror: How keeping calm can lead to success  
by Brandon Sheffield [01.22.15]
Lessons in how not burning bridges and putting up with publisher BS can lead to lucrative development contracts -- if you can keep your wits about you and your head above water.
Smartphone/Tablet, Indie, Production, Business/Marketing

Blog: Don't lose work - An auto-save solution for Unity 3
by Gamasutra Community [01.22.15]
"What can you do when a team member suffers a recurring Unity editor crash, losing all level design work? My answer was to write a small and helpful editor extension -- auto-save!"
Console/PC, Smartphone/Tablet, Indie, Serious, Programming

Workflow for cheap construction animations in a city builder game 3
by Gamasutra Community [01.22.15]
A mobile art how-to: "We created five frames of build-up animations for around 40 buildings -- we made them in a cheap way, taking a few days. It takes little budget, but the quality is not compromised."
Smartphone/Tablet, Indie, Art

Get a job: Be a Concept Artist at Zenimax's Battlecry Studios  
by Staff [01.22.15]
Zenimax Media's Austin-based Battlecry Studios (currently developing, appropriately enough, Battlecry) seeks an experienced server engineer to help coordinate back-end technology development.
Console/PC, Art, Recruitment

Video: John Romero joins JP LeBreton to play and discuss Doom  
by Alex Wawro [01.22.15]
As part of Double Fine and 2 Player Productions' ongoing "Devs Play" video series, Romero and fellow developer LeBreton play Doom while discussing level design and game development.
Console/PC, Design, Video

Don't Miss: 20 fun facts about hex grids 23
by Gamasutra Community [01.22.15]
One game developer shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design