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November 26, 2015
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November 26, 2015
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A very indie Thanksgiving  
by Gamasutra Community [11.26.15]
"There are many other people in the game industry whose efforts make this possible, and they receive little thanks for their work. I'd like to draw attention to some of these unsung heroes."
Indie, Business/Marketing

Don't Miss: Avalanche's model for video game boat physics 13
by Jacques Kerner [11.26.15]
In this 2014 feature Avalanche senior coder Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat" in this meaty programming piece.
Console/PC, Programming, Art, Design, Production

Blog: The fanatic and his RPG  
by Gamasutra Community [11.26.15]
"In early 2004, a middle-aged man with the Fallout-derived moniker 'Vault Dweller' wrote a brief forum post that began, 'Long story short, Iíve decided to make a game...' By late 2015, he had posted some 30,000 more messages."
Indie, Design, Production, Business/Marketing

Classic Postmortem: Star Wars Rogue Leader: Rogue Squadron II GDMag Exclusive  
by Thomas Engel [11.26.15]
Factor 5's arcade-style action game was release 14 years ago this month. Here's an in-depth postmortem that first appeared in Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Blizzard quadruples Hearthstone World Championship prize pool  
by Chris Kerr [11.26.15]
The prize pool at next year's Hearthstone World Championship, which sees 16 players compete to become world champion, has been increased to $1 million.
Smartphone/Tablet, Business/Marketing

Solo iOS dev by an AAA vet: Lessons learned along the way 2
by Gamasutra Community [11.26.15]
"Swing Racers is a 3D racing game on iOS where you pull your car around the house with a rubber band -- the idea came from a dream I had. Hereís a write-up on the things Iíll do differently on the next project."
Smartphone/Tablet, Design, Production, Business/Marketing

The technical composer: Using Elias for adaptive music in games  
by Gamasutra Community [11.26.15]
"In this article I am going to set up the system in Elias, along with a new feature called 'tonal stingers' which allows us to add leitmotifs to our music."
Console/PC, Indie, Audio

On Thanksgiving, what are game devs thankful for? 1
by Staff [11.26.15]
It's the Thanksgiving holiday here in the U.S., and on Twitter, we asked devs to tell us what they're thankful for. We've compiled a list of responses -- feel free to add yours!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Video: How to become fireproof - Surviving internet negativity  
by Staff [11.25.15]
Harper has braved YouTube comments and forum posts for years, and using logic and empathy, this GDC 2014 talk helps you craft mental armor that can resist flames and save money on therapy bills.
Console/PC, Indie, Business/Marketing, Video

Get a job: Sanzaru Games seeks a Lead Designer  
by Staff [11.25.15]
"The Lead Designer will be responsible for spearheading the creation of gameplay systems, narrative, scenario authoring, and quality for our upcoming projects. This role will also include directing other designers."
Console/PC, Design, Recruitment

Don't miss: Psychology is fun 30
by Neils Clark [11.25.15]
In this thought-provoking piece, researcher and author Clark takes a look at how psychology and can must be applied to game development, to produce works that engage audiences -- offering up concrete examples.
Console/PC, Smartphone/Tablet, Design

The psychology of the 'near-win' 3
by Gamasutra Community [11.25.15]
"The near-win is a concept used in gamification to create emotion and motivate people into repeating a behavior. It is often used in black-hat gamification to manipulate others."
Smartphone/Tablet, Design, Business/Marketing

Creating a checkpoint system in Unity 1
by Gamasutra Community [11.25.15]
"In this tutorial we will create a system of checkpoints that can be applied at any level of our game quickly and easily."
Console/PC, Indie, Programming

Top designers share their personal techniques at GDC 2016  
by Staff [11.25.15]
As GDC 2016 approaches, organizers announce two new talks on game design and the importance of graphic design from veteran devs at studios like Ubisoft, Monolith, Insomniac and more.
Console/PC, Art, Design, GDC

Classic Postmortem: Myth: The Fallen Lords GDMag Exclusive  
by Jason Regier [11.25.15]
Bungie's Myth: The Fallen Lords was published 18 years ago today. Check out this in-depth postmortem of the real-time tactics title from Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Blog: What engine do you use? 6
by Gamasutra Community [11.25.15]
"In game development, we are the beautiful well-respected people who look good doing what we do, and inspire aspiring developers to invest in the same brands."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

How one Unity 5 port threatened a studio's entire future  
by Chris Kerr [11.25.15]
"Doing episodic development on a story-driven and graphics-heavy game with a team of ten people is a harrowing task. I wouldnít recommend it to anyone."
Console/PC, Production

Worldwide PlayStation 4 sales just surpassed 30 million  
by Chris Kerr [11.25.15]
The PlayStation 4, which is currently available in 124 countries, has now sold over 30.2 million units worldwide since launching in November 2013.
Console/PC, Business/Marketing

Keeping mobile players engaged with holiday content  
by Gamasutra Community [11.25.15]
ďOur in-game holiday events donít necessarily lift our install conversion rate, but we know that users brought in during the events are highly engaged.Ē
Smartphone/Tablet, Design, Business/Marketing

Devs weigh in on key innovations in Fallout 4's crafting system 4
by Bryant Francis [11.25.15]
'The game bends over backwards to share authorship. There is no grid. It prescribes no sense of right or wrong. The game trusts me to make horrific and wonderful things.'
Console/PC, Indie, Design