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January 31, 2015
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January 31, 2015
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Video: 'Reclaiming my soul' or 'Why I quit making F2P social games'  
by Staff [01.20.15]
Experienced game maker Caryl Shaw (EA, Kixeye, Ngmoco, Telltale Games) shares what she's learned in transitioning back and forth between AAA and F2P development in this GDC Next 2014 talk.
Console/PC, Social/Online, Production, Video, Vault

Bounden studio Game Oven plans to shut down in April 1
by Alex Wawro [01.20.15]
Dutch game studio Game Oven (Bounden, Fingle) will be disbanded in April as its members seek other development ventures, according to a post published today by studio cofounder Adriaan de Jongh.
Smartphone/Tablet, Business/Marketing

Reminder: Just over 24 hours left to register early for GDC 2015 1
by Staff [01.20.15]
With just over a day left until early registration for GDC 2015 ends on January 21, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

80 Days and Kitty Powers join GDC 2015 Indie Games Summit lineup  
by Staff [01.20.15]
GDC officials highlight a pair of great GDC 2015 talks from the developers of 80 Days and Kitty Powers' Matchmaker in advance of the deadline for discounted early registration for the show.
Indie, Design, GDC

Blog: Think twice about using incentivized video ads 7
by Gamasutra Community [01.20.15]
Crossy Roads made $1 million through Unity Ads' incentivized video ads, but don't assume, "Gamers love incentivized video ads! They want us to give them more!"
Social/Online, Smartphone/Tablet, Business/Marketing

Get practical design tips for inspiring your players at GDC 2015  
by Staff [01.20.15]
GDC 2015 organizers highlight a few can't-miss Design talks ahead of the conference's discounted early registration deadline later this week.
Console/PC, Design, GDC

Video blog: Historical representation in Assassin's Creed Unity 1
by Gamasutra Community [01.20.15]
Historians consider the highs and lows of Ubisoft's depiction of the French Revolution. Topics include the Terror, 18th century Paris, horses, and the memory of the Revolution in present day France.
Design, History

The free-to-play opportunity in VR 5
by Gamasutra Community [01.20.15]
If a developer is in the privileged position to have investment allowing them to run in the red for a few years, focusing on free-to-play games is an interesting strategic bet.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

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?
Production

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 211
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