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October 24, 2014
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October 24, 2014
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Blog: Bad things can happen if you bundle 3
by Gamasutra Community [10.24.14]
"Wed already given the game to them, earned pretty much nothing, and not even actually got many Greenlight votes from it. I was desperately trying to forget the bundle ever happened."
Console/PC, Indie, Business/Marketing

Don't Miss: Building Beyond Earth atop the Civilization codebase Exclusive 2
by Alex Wawro [10.24.14]
The co-designers of Firaxis' latest strategy game explain how they went about building the game as designer/programmers, mucking about in the decade-old Civilization codebase in the process.
Console/PC, Business/Marketing, Exclusive

Starpoint Gemini 2: How we survived and succeeded on Steam Early Access 3
by Gamasutra Community [10.24.14]
"We can only say what we got: loads of valued and appreciated feedback, a great community that pointed us (and still does!) in the right direction, and additional funds to invest into production."
Console/PC, Indie, Business/Marketing

What place does live user testing have in game QA?  
by Gamasutra Community [10.24.14]
A QA expert tackles the topic: "What types of tests can you effectively move to live user testing, and what types of tests are better suited for professional game testers?"
Smartphone/Tablet, Production

Video postmortem details the troubled development of TAKEDOWN: Red Sabre 1
by Mike Rose [10.24.14]
"In July an investor went dark. It took us a while to figure out that he decided to go to Africa and import black rhinos. Or changed his mind, who knows." - Christian Allen, industry veteran, provides a postmortem for TAKEDOWN: Red Sabre.
Console/PC, Business/Marketing, Video

New mentoring programme available to UK game studios  
by Mike Rose [10.24.14]
British trade body UKIE today launched the next wave of its Video Game Mentoring Network scheme, with the goal to help game businesses in the UK grow through mentoring.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Game jam postmortem: Suddenly, Thousands  
by Gamasutra Community [10.24.14]
"Honestly, I'm really satisfied with Suddenly, Thousands for the time I spent on it. However, I had a few easily avoidable slip-ups that I need to be careful next time I attend events like these."
Console/PC, Indie, Art, Design, Production

Press management platform distribute() is ready for sign-ups  
by Mike Rose [10.24.14]
distribute(), an upcoming press contact management system from Vlambeer's Rami Ismail that aims to help developers keep track of their build distribution and contact lists, is now available for sign-ups.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

New social issue games tackle education, big pharma Exclusive 6
by Leigh Alexander [10.24.14]
Subaltern Games' No Pineapple Left Behind and Twice Circled's Big Pharma are two new games that represent a humorous, provocative approach to social issues.
Console/PC, Indie, Serious, Programming, Design, Exclusive

TestFlight is changing in iOS 8, under Apple's watch  
by Christian Nutt [10.23.14]
The popular testing tool, which Apple acquired in February, is making some changes under iOS 8 -- including iTunes Connect integration.
Smartphone/Tablet, Production, Mobile Games

New Unity CEO Riccitiello takes to forums to soothe devs' fears 3
by Christian Nutt [10.23.14]
The new CEO waded into the discussion to offer his views on how he views the company and address the concerns of Unity developers who weren't too keen on the announcement.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Google now embeds information about games in search results  
by Christian Nutt [10.23.14]
The dominant search company has expanded its "Knowledge Graph" program to serve up info on games from a simple search.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Xbox console sales up, but third-party game sales down 1
by Christian Nutt [10.23.14]
The Xbox One has driven up both Microsoft's revenue and costs year-on-year -- and its hardware division made gains of over a billion from the comparable quarter, the latest results reveal.
Console/PC, Business/Marketing

Get a job: Zenimax's Battlecry Studios seeks a Senior VFX Artist  
by Staff [10.23.14]
Zenimax Media's Austin-based Battlecry Studios seeks an experienced visual effects artist to "develop stylistically consistent, visually impactful VFX assets" for its debut title.
Console/PC, Social/Online, Art, Recruitment

Carbine Studios struck hard by NCSoft layoffs 2
by Alex Wawro [10.23.14]
WildStar publisher NCsoft has admitted to laying off a number of people at Carbine Studios and its other Western holdings as part of a restructuring initiative.
Console/PC, Social/Online, Business/Marketing

ESA awards $90K in game dev scholarships to promote diversity 7
by Alex Wawro [10.23.14]
This week $90,000 in scholarships was awarded to 30 students pursuing degrees related to game development by the charitable arm of the Entertainment Software Association.
Console/PC, Indie, Business/Marketing

Don't Miss: Gamasutra's Talking Devs podcast on Shadow of Mordor 3
by Mike Rose [10.23.14]
Gamasutra's Mike Rose grabs two British developers -- Thomas Was Alone and Volume creator Mike Bithell, plus Gun Monkeys and Privates dev Dan Marshall -- to talk about Middle-Earth: Shadow of Mordor.
Console/PC, Indie, Design

Yu Suzuki recalls using military tech to make Virtua Fighter 2 2
by Alex Wawro [10.23.14]
Last December marked the 20th anniversary of Virtua Fighter, and to celebrate Sega launched a commemorative website with fresh commentary from notable Japanese developers on the game's history.
Console/PC, Business/Marketing

On that incredible demo from the maker of Papers, Please... Exclusive 5
by Mike Rose [10.23.14]
Papers, Please developer Lucas Pope released an early build of his next game this week, and spoke to Gamasutra about the genesis of its remarkable mechanics and '1-bit' visual style.
Console/PC, Indie, Art, Design, Exclusive

Optimizing for mobile VR: Taking Darknet from Oculus Rift to Gear VR 2
by Gamasutra Community [10.23.14]
"Months later, Darknet is indeed hitting 60fps on the phone. The game is fully playable, and I thought it might be nice to share some details about how I sped things up."
Console/PC, Smartphone/Tablet, Indie, Programming, VR