Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 23, 2015
arrowPress Releases
May 23, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


5 tips for increasing F2P monetization, from Monster Legends' devs 4
by Gamasutra Community [05.04.15]
"We asked him how indie devs can think about monetization for their mobile game more creatively, and boiled down his words of wisdom into these five tips."
Smartphone/Tablet, Design, Business/Marketing

Get a job: Be a Senior Technical Artist at NetherRealm Studios 1
by Staff [05.04.15]
The team responsible for Mortal Kombat X seeks an experienced technical artist to join the team at its Chicago, IL studio and improve the studio's workflow for creating assets for games.
Console/PC, Art, Recruitment

This War Of Mine and the challenges of making games about war  
by Alex Wawro [05.04.15]
Speaking to The New Yorker, 11 Bit Studios reflects on why This War Of Mine is so unlike all other modern war games, and what burden designers bear for drawing inspiration from real conflicts.
Console/PC, Indie, Design

Android vs. iOS and the YouTuber effect: Mobile sales for Prison Life RPG 13
by Gamasutra Community [05.04.15]
This dev spent a year developing the premium-priced Prison Life RPG 2 for iOS and Android. Was it time well spent? This post offers a dive into the sales numbers and what affected them.
Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: The classic postmortem of Shadows of the Empire 4
by Mark Haigh-Hutchinson [05.04.15]
This classic 1997 postmortem by the late Mark Haigh-Hutchinson, originally printed in Game Developer magazine, goes behind the scenes on early Nintendo 64 title Star Wars: Shadows Of The Empire.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Will Wright tries to design humanity's last game 2
by Staff [05.04.15]
In this 12-minute snippet of the final Game Design Challenge at GDC 2013, high-profile designer Will Wright steps up to the task of designing "the last game that humanity will ever play."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

The shape of the global game market, through 2018  
by Gamasutra Community [05.04.15]
Data from Digi-Capital takes a look at the growing slice of the pie mobile games represent in the overall business -- and the impact of Asia on the games market -- through 2018.
Smartphone/Tablet, Business/Marketing

Using frame data to aid asymmetrical balance in fighting games 1
by Gamasutra Community [05.04.15]
"Balancing any game can be a difficult, time-consuming task. I theorize that Battle High's balance could have been better had I approached it from the standpoint of well-designed frame data as early as possible."
Console/PC, Indie, Design

This Week in Video Game Criticism: From Bloodborne to Dracula  
by Lana Polansky [05.04.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Lana Polansky on topics ranging from the development scenes of Saudi Arabia and Russian-occupied Crimea to the literary underpinnings of From Software's Bloodborne.
Console/PC, Indie, Design

Not every game has to be free-to-play 3
by Gamasutra Community [05.04.15]
"What I am saying is, 'Not every game has to be F2P'. Some games, like Monument Valley by ustwo or Year Walk by Simogo, are built as experiences focused on immersion."
Smartphone/Tablet, Business/Marketing

GDC Europe 2015 calls for Innovative Games Showcase submissions  
by Staff [05.04.15]
GDC Europe 2015 organizers have opened call for submissions to the second annual European Innovative Games Showcase at the Cologne, Germany show this August.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

I hate my popular game: A Star Driller Ultra post-mortem 3
by Gamasutra Community [05.04.15]
"Clearly, a lot of people liked the game, with the comment section on the site being largely positive. But I have a major confession to make about the game: I hate it."
Indie, Art, Design, Production

How thinking about mobile video ad placement boosted our revenue 2
by Gamasutra Community [05.04.15]
"This relatively straightforward fix in the ad set-up resulted in increased ads per DAU. Specifically, there was a 50 percent increase in ads per DAU on iOS and a 70 percent increase on Android."
Smartphone/Tablet, Business/Marketing

Tengami: The art of a folding world 5
by Gamasutra Community [05.04.15]
Tengami is a game built "within the constraints of an authentically folding pop-up book" -- and here's how the team did it -- both the learning process and a detailed workflow.
Console/PC, Smartphone/Tablet, Indie, Programming, Art

'What impact has the game modding community had on your career?' Exclusive 2
by Christian Nutt [05.01.15]
With mods in the news, we wondered: What effect did the mod scene have on the developers who follow us on Twitter? We asked them.
Console/PC, Indie, Business/Marketing, Exclusive, Recruitment

See Square Enix's DirectX 12-powered Final Fantasy graphics in a new video 6
by Christian Nutt [05.01.15]
It's become a game industry tradition that the Final Fantasy developer shows off its latest and greatest realtime facial animation as tech demos, and this one's a doozy.
Console/PC, Programming, Art, Video

Get a job: Temple Run's Imangi Studios seeks a Senior Game Developer  
by Staff [05.01.15]
Imangi Studios, creators of the massively popular Temple Run franchise, seek a multidisciplinary "Senior Game Developer" who is optimally proficient in Unity, too.
Smartphone/Tablet, Programming, Art, Design, Recruitment

HoloLens, Minecraft hookup envisioned before Microsoft bought Mojang  
by Christian Nutt [05.01.15]
"Letís have a game that, in fact, will fundamentally help us change new categories. HoloLens was very much in the works then, and we knew it," says Microsoft's CEO.
Console/PC, Business/Marketing

Video: Designing procedural stealth for Invisible, Inc.  
by Staff [05.01.15]
Klei designer James Lantz showcases how to tackle new mechanics and breaks down the design of Invisible, Inc.'s procedural stealth, from its conception to its conclusion.
Indie, Design, Video, Vault

Hands-on: Looking at AR game dev through Microsoft's HoloLens 9
by Alex Wawro [05.01.15]
Microsoft brought a few crates of HoloLens prototypes to its developer conference in San Francisco this week, so Gamasutra spent an afternoon tinkering with the upcoming augmented reality headset.
Console/PC, Programming