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January 28, 2015
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January 28, 2015
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Get a job: Blizzard is looking to hire a VFX Artist  
by Staff [01.28.15]
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, Smartphone/Tablet, Art, Recruitment

Hear game dev tips from Xbox frontman Phil Spencer at GDC  
by Staff [01.28.15]
Phil Spencer, head of Xbox and gaming at Microsoft, will be delivering a sponsored hour-long talk at GDC 2015 on how developers can best make games across the Xbox One and Windows 10.
Console/PC

Don't Miss: The top 10 weird children of games and neuroscience 24
by Erin Robinson [01.28.15]
In this classic 2011 feature, indie game developer and former neuroscience researcher Erin Robinson takes a look at ten particularly interesting studies to see what they can teach us as game makers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

5 'small but important' tips gleaned from the Global Game Jam  
by Gamasutra Community [01.28.15]
"Realizing these aspects of game jams helped us a lot, so maybe it will help you too," writes Donald Kooiker, Global Game Jam participant from two-person team Duckbridge.
Indie, Design, Production

Video: Analyzing the phenomenon that was TwitchPlaysPokemon  
by Staff [01.28.15]
Speaking at GDC Next 2014, game researcher Alex Leavitt offers a data-rich analysis of the TwitchPlaysPokemon phenomenon and what it means for game makers.
Console/PC, Business/Marketing, Video, Vault

Finnish game company Rovio has lost its games chief  
by Alex Wawro [01.28.15]
Jami Laes, who up until recently served as Rovio's EVP of games, has left the company as it struggles to maintain its financial successes.
Smartphone/Tablet, Business/Marketing

A clever way to handle the Global Game Jam theme, 'what do we do now' 1
by Gamasutra Community [01.28.15]
"Instead of taking the theme and trying to fit a game concept around it, we decided to literally apply the theme to the process of building the game." Find out how they did it!
Indie, Production

Get practical production tips from an EA researcher at GDC 2015  
by Staff [01.28.15]
At GDC 2015, an EA researcher offers practical advice on how you can apply player research data to your late-stage efforts to tune your game and "move the needle" to hit that perfect sweet spot.
Console/PC, Production, GDC

Game jams, and the difference between hacking and engineering 5
by Gamasutra Community [01.28.15]
Lessons learned when coding late at night on a tight deadline: "The issue of hackers vs. engineers is often framed as a question of identities, as a clash of cultures. I don't think that's healthy."
Console/PC, Indie, Programming

A diary of compromises: The process of making Girl's Flu for Global Game Jam  
by Gamasutra Community [01.28.15]
One Global Game Jam participant looks back at the process involved in creating Girl's Flu, a 2D adventure game.
Indie, Programming, Design, Production

DirectX 12, PlayStation 4 sponsored sessions coming to GDC 2015  
by Staff [01.28.15]
GDC organizers highlight a few notable sponsored sessions from Sony, AMD and Autodesk on PlayStation 4 community features, making DirectX 12 work for your game and the tech of Destiny.
Console/PC, Business/Marketing

Road to the IGF: Drool's Thumper  
by Phill Cameron [01.28.15]
Marc Flury and Brian Gibson of Drool detail how they made the powerful audio of their IGF nominated game, Thumper.
Console/PC, Indie, Programming, Audio, Design

10 tips for game jamming, fresh from the Global Game Jam  
by Gamasutra Community [01.28.15]
After learning a lot last year, one jammer writes that "problems arose on all sides, different problems of the previous year." Here's what he learned this time around.
Indie, Production

Game Design Deep Dive: The unique touchscreen action game controls of Helix 3
by Michael Brough [01.28.15]
Michael Brough, creator of games including 868-HACK and Corrypt, explains how he arrived at the unique control scheme of his iOS action game Helix.
Smartphone/Tablet, Indie, Design, Deep Dive

Perforce integrates P4D with Unity thanks to new open-source tool  
by Christian Nutt [01.27.15]
The popular version control package is now on the Unity store with a new, free, open-source integration tool.
Console/PC, Smartphone/Tablet, Indie, Programming

Get a job: Monolith Productions seeks a Lead Designer, Narrative  
by Staff [01.27.15]
Award-winning Middle-earth: Shadow of Mordor devs are hiring a lead designer for the narrative on its next project -- to take the game's story from conception to execution.
Console/PC, Design, Recruitment

Don't Miss: When AAA developers went indie to make Endless Space 8
by Jeff Spock [01.27.15]
Amplitude, creators of the space-based 4X indie game Endless Space, reflect on the game's journey from conception in a 4th-floor Paris apartment (no elevator) in 2011 to its final 2012 release.
Console/PC, Indie, Design, Production

Unreal Engine 4 arrives on Ouya 5
by Alex Wawro [01.27.15]
Unreal developers, take note -- you can now build Unreal Engine 4 games for the Ouya microconsole thanks to a new branch of the UE4 source code.
Console/PC, Production

Making mobile games in the era of the the 30-second hook  
by Gamasutra Community [01.27.15]
"We discovered is that the first 30 seconds are the most crucial. That became our most pressing concern -- how could we banish these preconceptions that our game was more than just a small experience on repeat?"
Smartphone/Tablet, Indie, Design

Considering renderer back-end architecture 4
by Gamasutra Community [01.27.15]
Rendering is "a very simple process at the very core," writes Timo Heinapurola. "The more complicated part is implementing the different effects and visibility algorithms that drive the back-end rendering process."
Console/PC, Programming