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December 10, 2016
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Blog: A systemic approach to game design  
by Gamasutra Community [11.23.16]
Some people think in terms of narrative, some in terms of atmosphere, some in terms of emotions. I think in terms of systems. Maybe I'm a robot?
Design, Production

GameStop sales down as blockbuster franchises fail to deliver at retail 2
by Chris Kerr [11.23.16]
Earlier this month GameStop warned that its third quarter results would be "weaker than expected" due to a number of underperforming October releases, and now that prediction has come to pass.
Console/PC, Business/Marketing

Appealing to kids as well as longtime fans in World of Final Fantasy 1
by Alan Bradley [11.23.16]
World of Final Fantasy director Hiroki Chiba discusses how his whimsical spin on the venerable RPG franchise tries to attract a new, younger audience while simultaneously rewarding longtime fans.
Console/PC, Art, Design, Video

Xbox One game streaming heading to Oculus Rift 2
by Chris Kerr [11.23.16]
Microsoft has expanded its partnership with virtual reality outfit Oculus to bring Xbox One streaming to the Oculus Rift. 
VR, Console/PC

Blog: The financial reality of being indie and doing just okay 13
by Gamasutra Community [11.23.16]
"Indie dev doing okay but still struggling" probably isn't a story the press would care for but it's still a story many indie devs can probably relate to.
Indie, Business/Marketing

The challenges and rewards of designing local multiplayer games 12
by Phill Cameron [11.23.16]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Tracing the evolution of game writing, from System Shock to Tacoma  
by Alex Wawro [11.22.16]
"'We have no idea how to do a believable conversation in a game,'" recalls System Shock dev Warren Spector. "That was when the decision was made to kill everybody on Citadel Station."
Console/PC, Indie, Design

Video: How to survive in indie game dev for 10+ years without shipping a hit 5
by Staff [11.22.16]
"You're not special, nor is your game, and you'll never ship a hit." With those words, longtime indie dev Jake Birkett opens this 2016 GDC talk on how to survive and thrive as an indie game maker.
Smartphone/Tablet, Business/Marketing, Video, Vault

100+ devs unite to sell a bundle of their work & donate all proceeds to charity 2
by Alex Wawro [11.22.16]
Itch.io has begun selling A Good Bundle, a pack of up to 151 games, game dev tools and other intriguing creations, with all proceeds being split equally between the ACLU and Planned Parenthood.
Indie, Business/Marketing

Get a job: Amazon Game Studios is hiring a Senior VFX Artist  
by Staff [11.22.16]
Amazon Game Studios is searching for a passionate, experienced VFX artist to design and implement stunning visual effects in Irvine, California.
Console/PC, Art, Recruitment

The game industry could be doing more for charity, says Democracy 3 dev 2
by Alissa McAloon [11.22.16]
Positech Games founder Cliff Harris says that both major publishers and successful indie game developers could easily be doing a lot more to benefit the less fortunate.
Social/Online

Don't Miss: How Telltale designs narrative-driven games  
by Staff [11.22.16]
At GDC 2015 a panel of Telltale writers and designers (moderated by writer Tom Bissell) discuss what they've learned about storytelling in games from years of designing narrative-driven adventures.
Console/PC, Smartphone/Tablet, Design

Chris Taylor has left Wargaming to start an indie studio 2
by Alissa McAloon [11.22.16]
The game development veteran known for his innovations in the RTS genre is leaving triple-A games behind as he sets his sights on indie development.
Console/PC, Indie, Design

Pokemon Sun and Moon first week sales top 1.9 million in Japan  
by Chris Kerr [11.22.16]
Pokemon Sun and Moon has got off to a flying start in Japan, with the newest member of the Pocket Monsters family selling over 1.9 million units in three days. 
Smartphone/Tablet, Business/Marketing

Blog: Why throwing in VR sucks, and how to make it better 3
by Gamasutra Community [11.22.16]
Throwing is one of the first things you do when you try out VR. It's also one of the most inconsistent experiences. Here's how I made throwing better for a game where it's the central mechanic.
VR, Programming, Design

Get smart, cost-effective indie game marketing & PR tips at GDC 2017!  
by Staff [11.22.16]
In his GDC 2017 talk, indie game PR/marketing expert Chris Dwyer will arm indie developers with limited financial, mental and time budgets with good (and efficient) marketing & PR strategies.
Indie, Business/Marketing, GDC

How clones and copycats shaped the Brazilian games industry 1
by Chris Kerr [11.22.16]
How do you grow a games industry that can't get its hands on any games? You improvise and imitate.
Console/PC, Business/Marketing

Blog: Preparing to release your game or demo? Read this first! 8
by Gamasutra Community [11.22.16]
Depth of Extinction dev Mike Stumhofer shares some practical tips and tricks that may help you successfully launch your own demo.
Production, Business/Marketing

The Autumn of Indie Game Markets 32
by Bryant Francis [11.22.16]
As the seasons turn, so do the broad trends of being an indie developer. Here's why the indie boom of 2008 might finally be drawing to a close, and how developers can get ready to survive winter.
Console/PC, Indie, Business/Marketing

Has the code you've written ever posed an ethical challenge? 3
by Bryant Francis [11.21.16]
It's not necessarily a problem only facing the games business, but programmers have begun to wonder if they can do more to write code ethically.
Console/PC, Programming