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May 3, 2015
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May 3, 2015
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Video: VR game design for indies  
by Staff [04.24.15]
As part of the GDC 2015 Independent Games Summit, a panel of indie developers with VR development experience try and shed some light on the idiosyncracies of making VR games.
Indie, Design, Video, Vault

In defense of Valve's new Steam Workshop storefronts 64
by Gamasutra Community [04.24.15]
"Iím currently working on a mod right now. I plan to release my mod for free once itís done. But as a creator, itís also nice to know that there may be an option to make some income off of future projects."
Console/PC, Indie, Business/Marketing

Obituary: Artist Francis Tsai  
by Christian Nutt [04.24.15]
Artist who worked on games such as Myst III and the Tomb Raider franchise succumbs to ALS after a five-year struggle.
Console/PC, Art

Tears in rain: Remembering the Blade Runner game 5
by Gamasutra Community [04.24.15]
"There wasnít anything quite like Blade Runner back when it launched in 1997. Worse yet, there still isnít. The game deserves to be influential but remains virtually unknown."
Console/PC, Design, History

Lasting connections: Enduring games, enduring relationships  
by Gamasutra Community [04.24.15]
"The game wants you to connect with the players around the table. That's why we gather for board games, right? These connections don't define us, but they are the finite moments of life."
Indie, Art, Design, History

No, MS-DOS games weren't widescreen: Tips on correcting aspect ratio 17
by Gamasutra Community [04.24.15]
"Let us all agree that next time we present a screenshot of game from the '80s and early '90s, we should at least keep 4:3 images as 4:3 images!"
Console/PC, Art, History

We're not even sure how we got through Steam Greenlight 5
by Gamasutra Community [04.24.15]
"So: we were most likely not anywhere close to the top 100 during a periodic batch. How, then, did we get Greenlit? We have a few possible theories."
Console/PC, Indie, Business/Marketing

Peter Molyneux: Talking to the press too early can be your undoing 7
by Brandon Sheffield [04.24.15]
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Beyond the Pentakill: The future of competitive game design 33
by Gamasutra Community [04.24.15]
"I argue that people being jerks to each other is not a property intrinsic to competition, but rather due to the way we are framing the competition."
Console/PC, Design

Marvel vs. Telltale: Adventure studio to make games based on Marvel IP  
by Christian Nutt [04.23.15]
The prolific and license-happy developer of The Walking Dead has signed a deal with the ascendent comic book and Hollywood IP factory.
Console/PC, Business/Marketing

Is Nintendo courting an eSports audience with Splatoon? 2
by Christian Nutt [04.23.15]
"Splatoon allows for adaptive playstyles, the game has elements of a sport, and with all the thought weíve put into the things we've mentioned so far, I think it will appeal to eSports players.
Console/PC, Design, Business/Marketing

Xbox business shows decline in Microsoft's latest results  
by Christian Nutt [04.23.15]
Lower prices for the Xbox One and lower sales overall for its consoles means that Xbox revenues are down 24 percent, and hardware sales are down 20 percent.
Console/PC, Business/Marketing

You started playing a story-based video game, and then this happened... 28
by Kris Graft [04.23.15]
"Once you start letting some random, sentient entity (e.g. a human) poke around within the confines of the narrative framework of your video game, things often get broken."
Console/PC, Design

Smash Bros.' Sakurai speaks out against the 'DLC scam' 7
by Christian Nutt [04.23.15]
"These days, the 'DLC scam' has become quite the epidemic, charging customers extra money to complete what was essentially an unfinished product."
Console/PC, Business/Marketing

Get a job: Be a Systems Designer for Sucker Punch  
by Staff [04.23.15]
InFamous: Second Son creator Sucker Punch is looking to bring on a systems designer to work on building out features alongside the game design team in the studio's Bellevue, WA office.
Console/PC, Design, Recruitment

The PSP is dead, and developers are still releasing games for it 2
by Alex Wawro [04.23.15]
Sony discontinued its PlayStation Portable last summer, but that isn't stopping Victor Ireland's Gaijinworks from releasing two new (to North America) PSP games -- potentially in physical UMD form.
Console/PC, Business/Marketing

Blog: Working with Valve to build one of the first paid Skyrim mods 2
by Gamasutra Community [04.23.15]
"I was approached by Valve on behalf of Bethesda," writes one dev invited to make a Half-Life-themed Skyrim paid mod. "I decided to take a crack at implementing Gordon Freemanís crowbar."
Console/PC, Design

The Unity task system: An AI controller 2
by Gamasutra Community [04.23.15]
"I am going to share the system I use to control the AI of the characters in my current game. Once you grok the idea you can much more easily tweak it to your needs."
Console/PC, Smartphone/Tablet, Indie, Programming

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Game mods can now be sold on the Steam Workshop for real money 44
by Alex Wawro [04.23.15]
UPDATE Valve is letting users charge real money for game mods on the Steam Workshop, starting with Skyrim and rolling out to other games (contingent on the approval of their developers) in the weeks ahead.
Console/PC, Business/Marketing