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March 29, 2015
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March 29, 2015
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Starting From Scratch: Haemimont Games' Tropico 5 postmortem 2
by Boian Spasov [03.17.15]
Tropico 5 lead designer Boian Spasov runs down what went right -- and what went wrong -- during development of a fresh installment in a long-running city-builder/political sim game.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Shield Break Studios seeks a Software Engineer  
by Staff [03.16.15]
A handful of AAA veterans have launched the Costa Mesa-based indie venture Shield Break Studios, and they're looking for an engineer skilled in C++ to help with Bierzerkers server development.
Indie, Programming, Recruitment

Don't Miss: The fundamental pillars of a good combat system 26
by Sébastien Lambottin [03.16.15]
"With the help of other designers, I have decided to gather and formalize what knowledge I can on the fundamental rules in designing a combat system. This article is the result of that exercise."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Zach Barth's SpaceChem postmortem  
by Staff [03.16.15]
Speaking at GDC 2013, developer Zach Barth digs into the differences between SpaceChem and other puzzle games, sharing sales data and advice on how to make your own design-based puzzle games.
Console/PC, Programming, Design, Production, Video, Vault

Steam service users must now disclose paid endorsements  
by Alex Wawro [03.16.15]
Valve has added a new clause to the Steam User Agreement requiring users to disclose when they are using a Steam service to promote something in exchange for money, free games or other rewards.
Console/PC, Business/Marketing

PAX East postmortem: Bringing Jotun to the fans  
by Gamasutra Community [03.16.15]
"I’ll go through what our goals for the event were, how we prepared, how much it cost and how things went. TL;DR: PAX was insane."
Console/PC, Indie, Business/Marketing

Peter Molyneux joins burgeoning Reboot Develop speaker roster 1
by Alex Wawro [03.16.15]
Molyneux and a number of other notable European game industry figures have signed on to speak at this year's Reboot Develop conference, which is being held next month in Dubrovnik, Croatia.
Console/PC, Business/Marketing

Lessons learned exhibiting at GDC 2015 2
by Gamasutra Community [03.16.15]
Through the Woods' devs on running a booth on the expo floor: "We're already looking forwards to returning to San Francisco next year. Hopefully we'll see you there, too."
Console/PC, Indie, Business/Marketing

This Week in Video Game Criticism: The Limits of Games with Stories  
by Kris Ligman [03.16.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the limits of games with stories to the psychological effects of game violence.
Console/PC, Social/Online, Indie, Serious, Design, Production

'Provocative thoughts' from ToeJam & Earl's creator 5
by Gamasutra Community [03.16.15]
"How do you maintain the integrity of your creative vision?" and "Why is there so little cultural and ethnic diversity in video games?" tackled by the classic's creator, as he ramps up a new installment.
Console/PC, Indie, Production, Business/Marketing

Moonbase Commander's strange journey to becoming a cult-hit 9
by Gamasutra Community [03.16.15]
The personal story of how a developer's personal project was sent off-course by publisher management but managed to find acclaim all the same.
Console/PC, Production, Business/Marketing

An introduction to Twine, for game developers 14
by Gamasutra Community [03.16.15]
Insomniac Games designer Liz England tackles the question "What is Twine?" from the perspective of the curious but under-informed game developer, with a look the tool and games, too.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing

Obituary: Play research pioneer Brian Sutton-Smith 1
by Christian Nutt [03.13.15]
The influential educator and researcher, often cited by those doing work in the field of play, passed away at the age of 90 late last week.
Console/PC, Design

Marvelous acquires G-mode, owner of classic Data East game catalog 1
by Christian Nutt [03.13.15]
Marvelous, best-known in the West for the Harvest Moon games, has acquired Japanese mobile studio G-mode -- which happens to own a lot of classic studio Data East's IP.
Console/PC, Smartphone/Tablet, Business/Marketing

What a game demands for a win: Skill, luck, yomi 25
by Gamasutra Community [03.13.15]
"Today I want to classify games on another scale, this time with three axes: Skill, Luck, and Yomi. The scale describes what component is needed to consistently win the game."
Console/PC, Indie, Design

Get a job: Demiurge Studios seeks a Game Director  
by Staff [03.13.15]
Following its acquisition by SEGA Networks, Cambridge-based F2P studio Demiurge is looking for someone with production experience to serve as a Game Director on a new mobile/PC F2P title.
Console/PC, Smartphone/Tablet, Production, Recruitment

10 seminal game postmortems every developer should read Exclusive 3
by Alex Wawro [03.13.15]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

Don't Miss: Valve's design process for creating Half-Life 12
by Ken Birdwell [03.13.15]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

How to reduce visual confusion in your game 8
by Gamasutra Community [03.13.15]
"Are players missing important gameplay elements on screen? Do they not see enemies until it's too late? Here’s a technique to help make your game's visuals easier to understand for the player."
Console/PC, Indie, Art

Video: Building the touchy-feely world of Tearaway  
by Staff [03.13.15]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault