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April 18, 2015
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Don't Miss: Examining the ethics of free-to-play games Exclusive 119
by Mike Rose [04.16.15]
F2P devs toss around the term 'whales' -- but what are they? What are their lives like? And should designers stop targeting them? This classic piece examines the ethics surrounding the issue.
Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive

Blog: Design, doubt, and the scientific method  
by Gamasutra Community [04.16.15]
"A problem I frequently face when designing a new game is intense anxiety from not having answers to all its design problems at all times. It's a cycle of obnoxious mood swings."
Console/PC, Indie, Design

The confusing difference between a clone and a coincidence  
by Alex Wawro [04.16.15]
A new Offworld feature delves into a discomfiting game dev problem: How can you tell when someone has cloned your game, and when they've simply come up with a similar idea by chance?
Smartphone/Tablet, Business/Marketing

Implementing an open-world isometric game engine on a block-world design  
by Gamasutra Community [04.16.15]
One develoment approach for isometric, voxel-based world from an indie: "Algorithms and solutions I discovered during my final exams in school and improved in the last two years."
Console/PC, Indie, Programming

The same V8 with half the weight: One dev's experience with DX12 Exclusive 2
by Alex Wawro [04.16.15]
Gamasutra chats with graphics specialist and Oxide Games partner Dan Baker about what it's been like to make games with DirectX 12, and what other developers should know before making the switch.
Console/PC, Production, Exclusive

Why habit formation is the key to long-term retention 10
by Gamasutra Community [04.16.15]
"As you know, habits are mechanical. A player who gets used to coming back to your game will most likely keep coming back to your game. It is that simple."
Smartphone/Tablet, Design, Business/Marketing

Learn about player behavior and DX12 tech in first GDC Europe 2015 talks  
by Staff [04.16.15]
A nuts-and-bolts Vulkan/DX12 talk from AMD and a frank look at how player psychology affects game design are the first of many talks at GDC Europe 2015 this August in Cologne.
Console/PC, Programming, Design, GDC Europe

The demands of porting Unity-based Teslagrad and its physics to Vita and beyond 2
by Gamasutra Community [04.16.15]
"The Vita version is resulting the most demanding version so far, but all this chaos offer a bright side too: this version benefits from optimizations made for the PS3 and PS4 platforms."
Console/PC, Indie, Programming

Blog: Why Apple's app rating and review system is broken 12
by Gamasutra Community [04.16.15]
"These problems will persist until Apple decides to change the system. Until then, as game publishers we need to come up with creative, intelligent solutions to work with what we’ve got."
Smartphone/Tablet, Business/Marketing

Rovio's VP of user acquisition has advice for boosting your game 1
by Gamasutra Community [04.16.15]
"We chat about what an indie shop’s UA strategy should cost, why UA spend should not be considered marketing spend and what excites him most about the future of mobile gaming."
Smartphone/Tablet, Business/Marketing

2K Australia shuts its doors 1
by Phill Cameron [04.16.15]
2K Australia is shutting down and letting go of all staff, marking the closure of the last big Australian studio.
Console/PC, Business/Marketing

Minimum sustainable success 18
by Gamasutra Community [04.16.15]
Spry Fox's Daniel Cook offers a wake-up call to independent developers who think they can live project-to-project and make it in the long run. Here's what it really takes to sustain your studio.
Indie, Business/Marketing

EA shutting down Battlefield Heroes and three other F2P games 5
by Christian Nutt [04.15.15]
The much feted PC shooter will be winding down in 90 days due to waning popularity -- along with other early free-to-play PC titles from the publisher.
Console/PC, Business/Marketing

Google Play to start noting and promoting 'family-friendly' games 3
by Alex Wawro [04.15.15]
As the number of mobile games on the market continues to climb, this could prove a useful way for developers of family-friendly Android titles to boost their discoverability on Google's storefront.
Smartphone/Tablet, Business/Marketing

Get a job: Be a Graphics Programmer for Firaxis Games  
by Staff [04.15.15]
Comfortable coding rendering tech? Baltimore-based Firaxis needs someone with C/C++ programming skills and UE3 experience to program graphics systems and tools for a cross-platform game.
Console/PC, Programming, Recruitment

Video: Designing for exploration and choice in Firewatch  
by Staff [04.15.15]
Campo Santo team members Nels Anderson and Jake Rodkin speak at length about how Firewatch is being designed to tell a story and allow meaningful player exploration/choice -- without combat.
Console/PC, Design, Video, Vault

Don't Miss: Riot's League of Legends postmortem 15
by Christian Nutt [04.15.15]
Leaders from the development team behind League Of Legends share what they learned from building and running their community-centric game during GDC 2011's Social & Online Games Summit.
Console/PC, Social/Online, Art, Design, Production, Business/Marketing

The problems with weak game industry ecosystems 3
by Gamasutra Community [04.15.15]
A laundry list of the challenges facing developers who operate in countries with weak game development ecosystems, written by a Turkish developer.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Insomniac's experiment in small-scale open development pays off 1
by Alex Wawro [04.15.15]
After roughly ten months of livestreamed small-scale development, Insomniac is gearing up to launch its first PC game, Slow Down, Bull, and donate a portion of the proceeds to charity.
Console/PC, Business/Marketing

Balancing multiplayer games: Opportunity, power, and relativity  
by Gamasutra Community [04.15.15]
How Company of Heroes 2's balance is managed: "These concepts are based on the same processes players will employ when trying to determine their best course of action."
Console/PC, Design