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February 6, 2016
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February 6, 2016
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What no one tells you about burst campaigns 1
by Gamasutra Community [02.05.16]
"The heart of this technique means abusing the trust of your players, the very people you need to keep making more games. These types of quick fixes and greasy gimmicks are why marketing has such negative connotations."
Smartphone/Tablet, Business/Marketing

Get a job: Disney seeks an experienced Lead Game Designer  
by Staff [02.05.16]
The Walt Disney Company seeks an experienced designer to take a lead role at the company's Glendale, California studio and guide design and development of F2P iOS and Android games.
Smartphone/Tablet, Design, Recruitment

Blog: The truth about mobile game marketing 3
by Gamasutra Community [02.05.16]
"Long story short: we've had a hard time marketing our mobile games because there isn’t really a clear and easy way how to do it."
Smartphone/Tablet, Business/Marketing

Video: A postmortem of the groundbreaking Pinball Construction Set 1
by Staff [02.05.16]
At GDC 2013 Pinball Construction Set creator Bill Budge lays out the blueprints for how he came to construct a game that has (directly or indirectly) influenced generations of game developers.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

5 production secrets from Sunless Sea and Fallen London's head writer  
by Gamasutra Community [02.05.16]
"I manage our in-house content team and cabal of freelancers who create the stories for Sunless Sea, Fallen London, Dragon Age: the Last Court, and our other projects. I'm still finding my feet! But here's five things I've learned so far."
Console/PC, Indie, Design, Production

The story behind Cut the Rope: Magic's creation, straight from the devs  
by Gamasutra Community [02.05.16]
"It was quite a challenge to add a fresh note to the already many-sided Cut the Rope gameplay, while still preserving all the good things that have kept the series going for such a long time."
Smartphone/Tablet, Design, Production

Humble Bundle is now funding development of 'Humble Original' games 3
by Alex Wawro [02.05.16]
Humble Monthly, the "book club for games," is now reaching over 70k subscribers and generating enough revenue for the company to fund development of new games for those same subscribers.
Console/PC, Business/Marketing

Don't Miss: The art direction autopsy of Firaxis' XCOM  
by Staff [02.05.16]
At GDC 2013, XCOM: Enemy Unknown art director Greg Foertsch digs into the art design process of doing a big-budget remake of a seminal title like the original X-COM: UFO Defense.
Console/PC, Art

One becomes two as Daybreak splits H1Z1 into a pair of $20 games  
by Alex Wawro [02.05.16]
Daybreak Game Company intends to shave off a piece of its Early Access multiplayer survival game H1Z1 and sell it as a separate game, multiplayer shooter H1Z1: King of the Kill, on Steam and consoles later this year. 
Console/PC, Business/Marketing

VTech aims to buy fellow edu-game maker LeapFrog in $72M deal  
by Alex Wawro [02.05.16]
Two companies that make educational games and gadgets for kids are expected to merge next month in a deal that will see Chinese firm VTech spend roughly $72 million to acquire California-based LeapFrog Enterprises.
Serious, Business/Marketing

Todd Howard will receive a Lifetime Achievement Award at GDC 2016 1
by Staff [02.05.16]
Prominent Elder Scrolls series director Todd Howard will be honored with a Lifetime Achievement Award during the Game Developers Choice Awards at GDC 2016, presented by Robin Hunicke.
Console/PC, Business/Marketing, GDC

Classic Postmortem: Ironclad/Stardock's Sins of a Solar Empire 3
by Blair Fraser and Brad Wardell [02.05.16]
The scifi RTS was released eight years ago today. Ironclad's Blair Fraser and Stardock's Brad Wardell wrote this in-depth postmortem on the game's development back in 2008.
Console/PC, Indie, Design, Production, Business/Marketing

Is League of Legends the world's greatest game? 8
by Gamasutra Community [02.05.16]
Designer Keith Burgun explains what makes the massively popular free-to-play MOBA tick: "It embraces ... the best, most modern attempt at modern strategy game design."
Console/PC, Social/Online, Design

Japan's massive mobile game industry is changing fast 2
by Gamasutra Community [02.05.16]
"Today, Japan's mobile gaming market is not only the biggest globally by revenue but also the oldest, most mature -- and extremely competitive," writes Tokyo-based consultant Serkan Toto.
Smartphone/Tablet, Business/Marketing

GDC 2016: See how the striking look of Mirror's Edge: Catalyst was achieved  
by Staff [02.05.16]
GDC is almost here, and organizers would like to let you know about a talk from EA DICE senior lighting artist Fabien Christin on how the studio is creating the unique look of Mirror's Edge: Catalyst.
Console/PC, Programming, Art, GDC

Dutch video game industry sees 'volatile' four year growth  
by Chris Kerr [02.05.16]
Netherlands-based video game collective, Dutch Game Garden, has released a new report shedding light on the development of the Dutch video games industry between 2011 and 2015. 
Business/Marketing

The strengths and weaknesses of episodic games 4
by Gamasutra Community [02.05.16]
The third installment in Pascal Luban's series on episodic games. "I believe in the potential of episodic games because they allow us to enrich games with quality storytelling and that brings a new experience to gamers."
Console/PC, Smartphone/Tablet, Design

Former Eidos CEO Ian Livingstone to open new UK computer science academies 1
by Chris Kerr [02.05.16]
Games Workshop co-founder and former Eidos CEO, Ian Livingstone, is opening two free UK schools to help the next generation get to grips with computer science, technology, and the arts. 
Programming, Production

Sega Sammy profits up despite faltering video game sales  
by Chris Kerr [02.05.16]
Japanese entertainment outfit Sega Sammy has posted its financials for the nine month period ending December 31, 2015, with the company returning to profit despite stuttering game sales. 
Console/PC, Business/Marketing

How retention affects growth in mobile games 2
by Gamasutra Community [02.05.16]
"An app that fails to grow or maintain its user base cannot survive because it will eventually have no users, so developers set growth goals to be able to track how their app is growing over time."
Smartphone/Tablet, Business/Marketing