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May 24, 2015
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May 24, 2015
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Former AAA devs raise $3.5M for a new mobile game studio in China  
by Alex Wawro [05.14.15]
Directive Games, a mobile game studio founded in Hong Kong last year by ex-AAA devs from companies like DICE, CCP, Square Enix and Tencent, has raised $3.5 million to make "quality" mobile games.
Smartphone/Tablet, Business/Marketing

$200M in profits for Candy Crush maker, in a single quarter 1
by Alex Wawro [05.14.15]
Social game company King continues to reap big profits in the face of flagging revenues and an expanding game catalog that still revolves around its flagship title: Candy Crush Saga.
Social/Online, Business/Marketing

Get a job: BioWare is hiring a Quality Analyst  
by Staff [05.14.15]
BioWare's Edmonton office, perhaps best known for its work on the Mass Effect and Dragon Age franchises, seeks a quality analyst to test and measure player experience of the studio's current project.
Console/PC, Production, Recruitment

Video: Not My Story - Mistakes made in Kachina's development  
by Staff [05.14.15]
As part of the Failure Workshop at GDC 2015's Indie Games Summit, Donut County designer Ben Esposito talks about the mistakes he made while developing a game that "used Hopi folklore" as its theme.
Indie, Design, Video, Vault

Don't Miss: An MMO dev reflects on the decade of World of Warcraft 21
by Gamasutra Community [05.14.15]
Raph Koster looks back at the MMO juggernaut: "If anything, it’s possibly the biggest game design achievement in all of virtual world history."
Social/Online, Design, Production, Business/Marketing

Watch a Republic Commando dev play the game and recount its creation 3
by Alex Wawro [05.14.15]
Heads up: Star Wars: Republic Commando lead programmer Brett Douville has begun livestreaming himself playing the game on his Twitch channel while discussing the ins and outs of its development.
Console/PC, Programming, Art, Audio, Design, Production, Video

Space Engineers dev offers $100k and full source code to modders 2
by Alex Wawro [05.14.15]
Keen Software House is making a show of supporting modders by releasing source code for its game Space Engineers and setting aside $100k to fund development of mods based on the game or its engine.
Indie, Production

Blog: How mixing genres leads to game music inspiration  
by Gamasutra Community [05.14.15]
"In early days, I tended to drift (as most inexperienced composers do) into the well-known clichés of genre... By the time I started scoring for games, I was beginning to get bored with my own approach."
Indie, Audio

An indie developer's toolbox 5
by Gamasutra Community [05.14.15]
How doing weekly standup meetings with other small indie developers keeps Tim Conkling honest about his work and on-task for the week.
Indie, Production

The opportunity frontier of truly social games 4
by Gamasutra Community [05.14.15]
A former Supercell dev muses: "What makes a good social game, and how do we keep improving the experience in future social games? Here are some of my current, still evolving thoughts on these questions."
Social/Online, Smartphone/Tablet, Design

Funding your game startup 8
by Gamasutra Community [05.14.15]
An article that tries to cover "all different possible scenarios" for getting your studio funded -- a list of resources and methods you can try to get money to make your game.
Smartphone/Tablet, Indie, Business/Marketing

Opinion: Instruction manuals are game mechanics 6
by Katherine Cross [05.14.15]
Instruction manuals for video games are seen as less of a necessity these days, but they still can give a game a bit more soul, even today. Katherine Cross explains.
Console/PC, Art, Design

Game dev contracting: How much to ask 1
by Gamasutra Community [05.14.15]
"We come across this question all the time. How much to quote a client for a game development project? While every project is unique, here are a few pointers on how to approach pricing your services."
Indie, Business/Marketing

How to create mobile-optimized outlines in Unity 14
by Gamasutra Community [05.14.15]
"In an effort to remedy the readability issues we were having, we decided to experiment with edge detection. Straight away, this effect had a big impact on readability, whilst also making our game look better."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

'Game over, man' - Is the Aliens: Colonial Marines class action suit over? 4
by Gamasutra Community [05.14.15]
"Plaintiffs are claiming that the marketing was deceptive, and have banded together to exact justice on Sega and Gearbox. However, their efforts have hit a big snag that they may not recover from."
Console/PC, Business/Marketing

Going mobile the right way: A Crack Attack postmortem Exclusive 4
by Martin Wakeley [05.14.15]
Rare and Free Radical veteran Martin Wakeley writes a no-nonsense postmortem of Crack Attack, a mobile puzzle game that draws on his years of dev experience and love of smartphone games, too.
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Exclusive

Indie devs see successful Kickstarter sunk by fraudulent backer 14
by Alex Wawro [05.14.15]
A backer seems to have torpedoed one dev's Kickstarter by pushing the total over the funding goal with a €7k pledge, then being banned for fraudulent activity 31 minutes before the campaign ended.
Indie, Business/Marketing

Get a job: Turbine is hiring an experienced Mobile Engineer  
by Staff [05.13.15]
The studio known for Lord of the Rings Online and the Infinite Crisis MOBA seeks a senior software engineer to work on mobile projects in its Needham, Massachusetts office.
Smartphone/Tablet, Programming, Recruitment

New moves: 3D animation storefront Mixamo 2.0 rolls out of beta  
by Alex Wawro [05.13.15]
3D game character animation library Mixamo is making an official release this week of its improved Mixamo 2.0 storefront as it disables the old version, which was reliant on Unity's Web Player plugin.
Console/PC, Social/Online, Indie, Business/Marketing

Don't Miss: Remembering the life and times of Nintendo Power Exclusive 21
by Frank Cifaldi [05.13.15]
Nintendo Power founding editors Gail Tilden and Howard Phillips share their memories of launching (for better or worse) one of the most influential video game periodicals in this classic 2012 feature.
Console/PC, Business/Marketing, Exclusive