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June 30, 2015
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June 30, 2015
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Q&A: How your games can find players, on recommendation site Product Hunt  
by Christian Nutt [06.29.15]
Gamasutra speaks to Russ Frushtick, head of the Product Hunt games category, which is currently in beta -- about the site's hopes to connect developers to players.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Toys and games come together, as Disney merges divisions  
by Christian Nutt [06.29.15]
Disney Infinity is having a big effect on the company, and its consumer products and interactive divisions are becoming one.
Console/PC, Smartphone/Tablet, Business/Marketing

Shigeru Miyamoto isn't deeply involved in the Nintendo NX's design  
by Christian Nutt [06.29.15]
"I’ve pulled myself back out of some of the hardware section... Of course I am observing and looking at the hardware, but I am not actively participating and making decisions."
Console/PC, Business/Marketing

Fallout Shelter's success is shaking things up at Bethesda 4
by Christian Nutt [06.29.15]
"First and foremost, we're continuing to look more and more at doing things in the space that make sense on their own. Because we don't really control who in the mobile space is going to decide to play your game."
Smartphone/Tablet, Business/Marketing

Video: The physics of proper pole control in Super Pole Riders  
by Staff [06.29.15]
At GDC 2015, Bennett Foddy talks about the problems he faced in designing the physics of the pole-vaulting and ball-kicking mechanics in his fiendish multiplayer game Super Pole Riders.
Console/PC, Indie, Design, Video, Vault

Get a job: Red 5 is hiring an experienced Audio Programmer  
by Staff [06.29.15]
Firefall developer Red 5 Studios is on the hunt for a senior audio programmer to join the team at the studios' Irvine, CA offices and work on designing, implementing and debugging audio systems.
Console/PC, Programming, Audio, Recruitment

Budgeting for the most successful Kickstarter in video game history  
by Christian Nutt [06.29.15]
Castlevania veteran Koji Igarashi made $5.5 million for Bloodstained, and there are a lot of lessons to be learned from how he did it. Here's an analysis based on an extensive conversation with him.
Console/PC, Indie, Production, Business/Marketing

Mojang closes the book on Scrolls  
by Alex Wawro [06.29.15]
Minecraft developer Mojang is wrapping up work on its strategic digital card game Scrolls, noting in a farewell post that the game's servers will be kept online through at least July of next year.
Console/PC, Social/Online, Business/Marketing

Report: 24% of games in Steam's Summer Sale generated 94% of revenue 3
by Alex Wawro [06.29.15]
Sergei Galyonkin, developer of the Steam Spy analytics platform, has published a blog post that offers developers some intriguing insight into Valve's most recent Steam Summer Sale.
Console/PC, Indie, Business/Marketing

Don't Miss: Blizzard's Diablo II postmortem, 15 years later 4
by Erich Schaefer [06.29.15]
15 years ago this week, Blizzard released Diablo II. Celebrate by reading EP Erich Schaefer's account of what went right and wrong during development of one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Nvidia deconstructs its VR game rendering tech for developers  
by Alex Wawro [06.29.15]
Nvidia continues to pitch devs on its VR tech with a technical deep dive into its "Gameworks VR" suite of virtual reality rendering tools written by a former Sucker Punch graphics programmer.
Console/PC, Business/Marketing

Taking your game the direction it wants to go, and finding an audience 2
by Gamasutra Community [06.29.15]
A postmortem of Lemma, a first-person, voxel-based game which evolved during its production and eventually found an audience on Steam, thanks, in part, to YouTubers.
Console/PC, Indie, Design, Production, Business/Marketing

Rewarding failure, and focusing on control in platformer design 12
by Gamasutra Community [06.29.15]
Rude Bear Resurrection focuses on tight control and on letting players -- all players -- make it through its masocore gameplay experience. Developer Alex Rose details both in this blog.
Console/PC, Indie, Design

This Week in Video Game Criticism: What's old is Shenmue again  
by Kris Ligman [06.29.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from reactions to Shenmue 3's Kickstarter to Tale of Tales' decision to take a break from game development.
Console/PC, Indie, Design

Why did the ending of Mass Effect 3 sink the audience's opinion of the whole series? 4
by Gamasutra Community [06.29.15]
"One has to wonder if the game would have benefitted from some kind of more enjoyable coda or epilogue. Going into that fun experience for just a few minutes might have made a large difference."
Console/PC, Design

Getting the music right: Atmospheric vs. ambient 1
by Gamasutra Community [06.29.15]
"Most importantly, figure out if you want just atmospheric sounds to make your soundtrack, or if subtle ambient music should be used instead."
Console/PC, Indie, Audio

Designing a mobile game technology stack 4
by Gamasutra Community [06.29.15]
"We have invested a lot of time in building a solid platform before even thinking about game ideas. Our goal was to be able to develop games in a short period of time by sharing the underlying technology stack."
Smartphone/Tablet, Programming

6 lessons from developing Schell Games' VR project, I Expect You To Die 11
by Gamasutra Community [06.29.15]
Jesse Schell shares what he and his team learned while developing VR spy thriller I Expect You To Die -- created after his years of experience in the medium, dating back to the 1990s.
Console/PC, Indie, Design, VR

Innovative VR ideas from Oculus jam winner Bazaar  
by Gamasutra Community [06.26.15]
Bazaar won a silver prize at the Oculus VR jam, and now its developers share ways the 100% gaze-controlled game leads the player -- techniques you could use in your own VR game.
Console/PC, Indie, Design, VR

Get a job: Hangar 13 is hiring an experienced Level Architect 1
by Staff [06.26.15]
Novato-based Hangar 13, the newest 2K Games studio, seeks a seasoned level architect to join the team working on designing 3D environments and optimizing game levels in its Novato, CA offices.
Console/PC, Design, Recruitment