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January 28, 2015
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January 28, 2015
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Changing project leads in the middle of development  
by Gamasutra Community [01.20.15]
Changing the project leads midway through the development is always traumatic for the team. But could we find the safest way to deal with it?

Postmortem: Monolith Productions' Middle-earth: Shadow of Mordor 7
by Michael de Plater [01.20.15]
What went right and wrong during development of the award-winning open-world game Middle-earth: Shadow of Mordor, an "enormously educational experience" for Monolith.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

This Week in Video Game Criticism: From Coming Out on Top to Commander Shepard's Origin Story 1
by Johnny Kilhefner [01.19.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from black and queer representation in games to what it means if Mass Effect's Commander Shepard was originally a woman.
Console/PC, Indie, Design

Why an Apple-featured indie dev abandoned iOS in favor of PC Exclusive  
by Alex Wawro [01.19.15]
"I finally gave up on iOS after I got a 'Best New Games' feature and saw how little revenue that actually brought in. The risk/reward profile was just terrible."
Indie, Business/Marketing, Exclusive

Don't Miss: Overcoming Impostor's Syndrome 37
by Gamasutra Community [01.19.15]
"You realize that you donít deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you arenít qualified to work in their industry."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Hear how Shadow of Mordor and Diablo III were scored at GDC 2015  
by Staff [01.19.15]
GDC 2015 organizers highlight a few can't-miss Audio talks in advance of the conference's discounted early registration deadline later this week.
Console/PC, Audio

Adding static water with pixel art and 3D in Unity 3
by Gamasutra Community [01.19.15]
In Okhlos, we try to blend pixel art with a low poly aesthetic, but we also use shadows, HDR, bloom, and lots of "new" effects - just because we can!
Indie, Art

How we unbroke our crafting system 6
by Gamasutra Community [01.19.15]
The crafting system we had constructed alternated between being boring and overwhelming. To solve this HORRIBLE problem, we first had to examine why this might be the case.
Indie, Design

As the game market floods, are publishers back in style? 9
by Kris Graft [01.19.15]
Some data from a recent Game Developers Conference State of the Industry survey has got me thinking about trends in self-publishing.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

'Has making games gotten easier or harder as you get older? Why?' 7
by Alex Wawro [01.16.15]
As the game industry matures, developers must balance the demands of their careers with the realities of growing older. Gamasutra asks its Twitter followers whether things get easier -- or harder.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Be a Gameplay Engineer for Oculus VR 1
by Staff [01.16.15]
Looking to get into virtual reality game dev? Oculus VR is looking for an experienced developer to join its Seattle, WA office and work on creating "game-like experiences" for the Oculus Rift.
Console/PC, Programming, Recruitment

Don't Miss: Why I said goodbye to mobile in favor of PC 210
by Gamasutra Community [01.16.15]
"I am fed up with the whole mobile/tablet gaming market. Iíve worked hard for three years and released two games to almost every mobile device you can think of. Never again."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Video: There and Dad Again, an Octodad: Dadliest Catch postmortem  
by Staff [01.16.15]
At GDC Next 2014, Young Horses cofounders Phil Tibitoski and John Murphy discussed the methods they used to create a successful [joke] game, work better as a team, and learn to love again.
Indie, Design, Production, Video, Vault

Telling stories with gravestones: How Boon Hill raises the dead  
by Kris Graft [01.16.15]
Professional video game and comic writer Matthew Ritter has had a rather unusual obsession, ever since he was a kid: gravestone epitaphs.
Console/PC, Design

GDC poll suggests most game developers still rely on self-funding  
by Staff [01.16.15]
Big VC windfalls and crowdfunding successes make the headlines, but the majority of developers still fund their work using either their companyís existing warchest or their own personal funds.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Alt.Ctrl.GDC alternative input exhibit reveals GDC game lineup  
by Staff [01.16.15]
Out of over 100 submissions, Game Developers Conference 2015 organizers have chosen 15 teams for the return of alt.ctrl.GDC, an on-site exhibit of alternative control schemes and games.
Console/PC, Social/Online, Indie, Business/Marketing, GDC

Blog: Commissioning an artist 10
by Gamasutra Community [01.16.15]
About six months ago I posted on the "job offers" forum that I was looking to hire an artist. I received close to a hundred replies.
Indie, Art

The dangers of 'Chocolate and Peanut Butter' game pitches 6
by Gamasutra Community [01.16.15]
"Successful concept 'A' meets successful concept 'B.' It'll be huge!" Game dev pro Wright Bagwell (Dead Space, FarmVille) talks about game pitches and peanut butter cups.

Blizzard and MIT break down how eSports can evolve at GDC 2015  
by Staff [01.16.15]
At GDC 2015, speakers from Blizzard and MIT Game Lab will reveal how they worked together with modders to rapidly iterate on the observer experience of Starcraft II as an eSport.
Console/PC, Business/Marketing, GDC

Beyond strategy: Catching up with Amplitude Studios and Endless Legend 7
by Leigh Alexander [01.16.15]
We catch up with Amplitude Studios, the versatile and surprising team behind Endless Legend -- a visually-lovely and lifelike strategy experience that goes far beyond the genre's traditional appeal.
Console/PC, Indie, Programming, Design