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March 29, 2015
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March 29, 2015
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'I'm still creative!' - Game industry vets rally against ageism Exclusive 15
by Alex Wawro [03.06.15]
David Mullich and a group of other game industry veterans shared advice on beating ageism in the game industry and offered concrete examples of how our industry can improve today at GDC 2015.
Console/PC, Design, Production, Exclusive, GDC

Suviving LocJam: Localizing a game on the quick  
by Gamasutra Community [03.06.15]
Game translators were offered a nice interactive story, Grandpa. A creepy atmosphere and a disturbing twist gave us translators good material to test both our technical knowledge and literary talent.
Console/PC, Smartphone/Tablet, Indie, Production

How to manage level background assets for a 2D smartphone game 2
by Gamasutra Community [03.06.15]
"The purpose is to get things in order and save production time and budgets. In producing background art, our team use 2D or 3D pre-render solutions ... so we have both 2D and 3D assets to manage."
Smartphone/Tablet, Indie, Art, Production

Want people to care about your studio? Get your story straight 12
by Gamasutra Community [03.06.15]
"My belief was that if we had a strong and original game, that would be the thing to talk about. Journalists want to tell stories, interesting stories and preferably new stories that haven’t been told before."
Indie, Business/Marketing

Weaving Super Mario Galaxy's tunes together 1
by Gamasutra Community [03.06.15]
"Creating medleys is hard, probably one of the hardest tasks of an arranger. You have to please the fans and, at the same time, try something new and innovative."
Console/PC, Audio

Women share their #1ReasonToBe in games, in a powerful GDC panel 2
by Simon Parkin [03.06.15]
Eight women received standing ovations after describing their experiences working in the video game industry at the #1ReasonToBe panel at GDC in San Fransisco last night.
Serious, Production, GDC

Warren Robinett reflects on his 'signature' game: Adventure Exclusive 7
by Alex Wawro [03.05.15]
Game industry veteran Warren Robinett reflects on some of the curious challenges he faced in developing Adventure, his seminal Atari 2600 action adventure game, today at GDC 2015.
Console/PC, Design, Exclusive, GDC

'We should have been more audacious' - A Civilization: Beyond Earth retrospective 7
by Simon Parkin [03.05.15]
Firaxis was too concerned about alienating players of previous Civilization games when creating the most recent title in the series, Beyond Earth, the game's lead designers said at GDC 2015 today.
Console/PC, Design, GDC

Saving video game history begins right now 7
by Kris Graft [03.05.15]
At Game Developers Conference 2015, Jason Scott, archivist at the Internet Archive, urged developers to start preserving their history immediately.
Console/PC, Social/Online, Smartphone/Tablet, Indie, History, GDC

How games can shape American culture - and vice versa Exclusive  
by Alex Wawro [03.05.15]
Mushroom 11 developer Julia Keren-Detar gave a brief a history of early American board games today at GDC, and showed how the games we make influence (and are influenced by) culture.
Indie, Design, Exclusive, GDC

One Life Left vs. Gamasutra GDC Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, GDC

CryEngine sticking to $9.90 subscription, working hard to improve 4
by Christian Nutt [03.05.15]
Gamasutra speaks to Crytek's director of production, David Bowman, about the company's efforts in the last year to broaden its user-base, improve tools and capabilities, and speak to its community.
Console/PC, Programming, Business/Marketing, GDC

The future of Morpheus, according to Sony's Shuhei Yoshida Exclusive  
by Alex Wawro [03.05.15]
Gamasutra sits down with Shuhei Yoshida, Sony's President of Worldwide Studios, to talk about the state of Project Morpheus and what developers should know about making PlayStation VR games.
Console/PC, Business/Marketing, Exclusive, GDC

Git for Unity developers 12
by Gamasutra Community [03.05.15]
"I tried to keep the tutorial as pragmatic as possible, covering the most common usage of Git. See the links throughout the article for some deep dives into different aspects of Git."
Console/PC, Smartphone/Tablet, Indie, Programming

Being smart, being stupid with Hitman Go's design  
by Kris Graft [03.05.15]
At Game Developers Conference 2015, Daniel Lutz, game director at Square Enix Montreal, explained how designing with constraints in mind helped lead to the success of the stealthy mobile game Hitman Go.
Smartphone/Tablet, Design, GDC

Don't Miss: A Game Design Deep Dive into Amnesia's 'Sanity Meter' 16
by Thomas Grip [03.05.15]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Design

Steam Machines and a Steam Controller have hit the Steam store 3
by Alex Wawro [03.05.15]
As GDC rolls on, Valve has listed a seemingly final version of the Steam Controller and an array of third-party Steam Machines on its Steam storefront.
Console/PC, Business/Marketing

5 reasons NOT to outsource art  
by Gamasutra Community [03.05.15]
"There are a lot of advantages to art outsourcing, and for many projects it's a really great option, but outsourcing isn't always the best option for every project (or every part of every project)."
Console/PC, Smartphone/Tablet, Indie, Art, Production, Business/Marketing

Don't save your bullets: Darkest Dungeon's Red Hook on Early Access  
by Phill Cameron [03.05.15]
We talk to Red Hook Studios, makers of Darkest Dungeon, about how to manage to successful Early Access game, and not saving your big guns for later.
Console/PC, Indie, Design, Production, Business/Marketing

Dynamic 2D character lighting in Unity 4
by Gamasutra Community [03.05.15]
"All in all we’re currently having 3D spot and point lights for ambient lighting, 2D volumetric lights for backlight refractions and 3D point lights for dynamic backlight effects in our scene."
Console/PC, Smartphone/Tablet, Indie, Programming, Art