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March 2, 2015
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March 2, 2015
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Investors and video games: It's pretty difficult 4
by Gamasutra Community [02.19.15]
"For years I've been actively talking with investors. This is why I believe sharing my personal experience can be valuable for some people seeking non-crowdfunding."
Console/PC, Indie, Business/Marketing

Sponsored: Selecting and optimizing type in games
by Monotype [02.19.15]
When was the last time you read on-screen text while playing a video game? For most of us, the answer is "the last time I played a video game."
Sponsored Article

How projects run late, in the small 3
by Gamasutra Community [02.19.15]
"This is not a business of products. We are not simply making widgets more efficiently to increase profits by .001 cents per unit. We're making things, usually new things."
Console/PC, Programming

Deconstruct the art design of leading AAA and indie games at GDC  
by Staff [02.19.15]
From No Man's Sky to Disney Infinity 2.0, GDC 2015 officials highlight another great set of sessions on the process of art design that you'll want to keep on your radar.
Console/PC, Indie, Art, Production, GDC

Epic Games offers up $5 million in Unreal Dev Grants 11
by Christian Nutt [02.19.15]
Today Epic Games has announced a new initiative -- one that could see your game netting between $5,000 and $50,000 in no-strings-attached funding from the engine provider.
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing

What's behind the surprising success of my little indie game, Skeal 11
by Gamasutra Community [02.19.15]
"There’s no question that I got lucky with Skeal in that it just happened to click with a great writer who speaks to a passionate audience. But I think there’s more behind its popularity than sheer chance."
Console/PC, Indie, Production, Business/Marketing

Postmortem: E-Line Media and Upper One Games' Never Alone Exclusive 1
by Grant Roberts [02.19.15]
Lead game designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' Alaska Native cultural touchstone Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Sega opens its wallet to acquire Western mobile developer talent  
by Alex Wawro [02.19.15]
Sega Networks is making a show of investing in Western F2P game developers by pouring money into a pair of mobile game studios and buying a third one outright.
Smartphone/Tablet, Business/Marketing

Tencent eyes Europe, with majority investment in Miniclip 1
by Christian Nutt [02.18.15]
China's biggest fish invests in a European mobile publisher of top-grossing games -- and perhaps offers some good news for mobile devs hoping to crack the Chinese market.
Smartphone/Tablet, Business/Marketing

Road to the IGF: SuperChop Games' Ephemerid Exclusive  
by Leigh Alexander [02.18.15]
Ephemerid: A Musical Adventure is a "rock fairy tale about a paper mayfly," brought to life by its unique classical guitar soundtrack. We catch up with SuperChop Games about the Excellence in Audio nominee.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

The Stomping Land continues to set a bad example for Early Access 2
by Alex Wawro [02.18.15]
One of the developers working on Supercrit's crowdfunded prehistoric survival game has quit the project after more than a month of no contact (and no payment) from Supercrit chief Alex Fundora.
Indie, Business/Marketing

Get a job: Blizzard seeks a VFX Artist to work on Hearthstone  
by Staff [02.18.15]
Handy with Photoshop and Maya? The Hearthstone team seeks a visual effects (VFX) production artist to develop new effects, from concept through implementation, at Blizzard's Irvine, CA headquarters.
Console/PC, Art, Recruitment

Don't Miss: An Alternative to Achievements 73
by Keith Burgun [02.18.15]
In this classic feature, designer Keith Burgun examines the concept of achievements: how they're used, how they might be used in the future, and how they might even change totally -- for the better.
Console/PC, Design, Business/Marketing

Road to the IGF: Klei Entertainment's Invisible, Inc. Exclusive  
by Alex Wawro [02.18.15]
As part of our ongoing Road to the IGF series of interviews with IGF award-nominated devs, we caught up with Klei's Jason Dreger and James Lantz to find out what inspired the design of Invisible, Inc.
Console/PC, Indie, Design, Production, Exclusive, IGF

Play games, meet creators and find a job on the GDC expo floor  
by Staff [02.18.15]
With less than two weeks to go until the 2015 Game Developers Conference, show officials highlight some of the most exciting things to see and do on the GDC show floor.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Can clans protect young MMO players from violent behavior?  
by Gamasutra Community [02.18.15]
Researchers study the behavior of MMO players. "The study is a good primer for researchers towards examining the social dynamics of online social groups," writes Wai Yen Tang.
Console/PC, Social/Online, Business/Marketing

Get hands-on game dev tips from Amazon and PowerVR at GDC 2015  
by Staff [02.18.15]
GDC 2015 organizers highlight some promising day-long sponsored developer days for the March conference that cover everything from new UnityVR technology to power players like Amazon and Unity.
Console/PC, Smartphone/Tablet, Programming, Production, Business/Marketing, GDC

'Share of voice': The most under-discussed stat in video games? 4
by Gamasutra Community [02.18.15]
Simon Carless asks: Can your game actually connect with your audience? "Do you understand who your potential audience is and what their ‘Share of Voice’ for playing individual games in any given month/year is?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Level design: Doom's 'horseshoe' 12
by Gamasutra Community [02.18.15]
"The horseshoe is a very simple way of making sure that the player is likely to look at every wall of a room, which they wouldn't necessarily do if was a straight line to the exit."
Console/PC, Design

The makers of Never Alone talk story and art design at GDC  
by Staff [02.18.15]
At GDC 2015, a number of the Never Alone development team explore how developers can best make games that amplify and carry on the storytelling traditions of different cultures.
Console/PC, Indie, Art, Design, GDC