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May 3, 2015
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May 3, 2015
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'What impact has the game modding community had on your career?' Exclusive 1
by Christian Nutt [05.01.15]
With mods in the news, we wondered: What effect did the mod scene have on the developers who follow us on Twitter? We asked them.
Console/PC, Indie, Business/Marketing, Exclusive, Recruitment

See Square Enix's DirectX 12-powered Final Fantasy graphics in a new video 1
by Christian Nutt [05.01.15]
It's become a game industry tradition that the Final Fantasy developer shows off its latest and greatest realtime facial animation as tech demos, and this one's a doozy.
Console/PC, Programming, Art, Video

Get a job: Temple Run's Imangi Studios seeks a Senior Game Developer  
by Staff [05.01.15]
Imangi Studios, creators of the massively popular Temple Run franchise, seek a multidisciplinary "Senior Game Developer" who is optimally proficient in Unity, too.
Smartphone/Tablet, Programming, Art, Design, Recruitment

HoloLens, Minecraft hookup envisioned before Microsoft bought Mojang  
by Christian Nutt [05.01.15]
"Letís have a game that, in fact, will fundamentally help us change new categories. HoloLens was very much in the works then, and we knew it," says Microsoft's CEO.
Console/PC, Business/Marketing

Video: Designing procedural stealth for Invisible, Inc.  
by Staff [05.01.15]
Klei designer James Lantz showcases how to tackle new mechanics and breaks down the design of Invisible, Inc.'s procedural stealth, from its conception to its conclusion.
Indie, Design, Video, Vault

Hands-on: Looking at AR game dev through Microsoft's HoloLens 2
by Alex Wawro [05.01.15]
Microsoft brought a few crates of HoloLens prototypes to its developer conference in San Francisco this week, so Gamasutra spent an afternoon tinkering with the upcoming augmented reality headset.
Console/PC, Programming

Don't Miss: Making Luigi's Mansion: Dark Moon the Nintendo way 7
by Christian Nutt [05.01.15]
In this classic interview, four developers of Luigi's Mansion: Dark Moon -- two from Vancouver-based Next Level Games, two from Nintendo -- discuss their collaborative game development process.
Console/PC, Art, Design, Production

Blog: Mood swings and character development 2
by Gamasutra Community [05.01.15]
"Virtual characters are far from feeling like real humans, but one thing that we have that machines do not, is ... a mood. Why can't we try to simulate this very essence of human behavior?"
Console/PC, Smartphone/Tablet, Indie, Design

Former Candy Crush frontman opens a studio to make 'calmer' VR games 3
by Alex Wawro [05.01.15]
Former King games guru Tommy Palm has cofounded Stockholm-based Resolution Games with a coterie of other game industry veterans to make "calmer" VR games that are "accessible to the entire family."
Console/PC, Business/Marketing

Chess: A framework for better games  
by Gamasutra Community [05.01.15]
"As designers, it is important that we understand why certain game frameworks work. Furthermore, it is important that we not only build upon previously successful models, but that we build new ones too."
Console/PC, Smartphone/Tablet, Indie, Design

Valve empowers devs to levy Steam game bans against unruly players 1
by Alex Wawro [05.01.15]
Valve has rolled out a new Steam game ban, "Banned By Developer", that's applied by Valve when an approved dev flags a player as cheating or otherwise mucking up their online multiplayer game.
Console/PC, Business/Marketing

Update faster and improve player retention with server scripts 5
by Gamasutra Community [05.01.15]
An alternative to the 7-day wait you need to go through for app updates on the App Store (or even the day Google takes) -- how to modify game code stored on your server to tune your mobile game.
Smartphone/Tablet, Programming, Design

A guide for the virtual reality game music composer  
by Gamasutra Community [05.01.15]
What it takes to create music for VR games -- from tech to "the voice in our heads" -- as written by award-winning composer Winifred Phillips (God of War, Assassin's Creed III).
Console/PC, Audio

Dark dreams really don't die: Swery on D4's journey to PC 1
by Brandon Sheffield [05.01.15]
Access Games' former Xbox One exclusive episodic series D4 is coming to PC. We spoke with D4 director Swery about the shift, and got a taste of season 2.
Console/PC, Indie, Design, Production

In-depth design analysis: The mechanics of strategy game Halfway  
by Gamasutra Community [05.01.15]
A deep look into "how slight modifications of the rules lead to completely different gameplay (which is way more interesting than merely discussing what game is more 'fun')."
Console/PC, Indie, Design

Pick a feeling. Chase it. 4
by Gamasutra Community [05.01.15]
"I ask myself 'How do I want my player to feel?', 'Do all of these items on my to-do list directly relate to this?' Only the ideas and mechanics directly related to the chosen feeling make it into my game."
Console/PC, Smartphone/Tablet, Indie, Design

The tools you can use for smartphone analytics, and how to use them 2
by Gamasutra Community [05.01.15]
"Research your KPIs and develop an analytics strategy before selecting a solution instead of the other way around. Youíll be surprised to see what multiple analytic tools when combined can achieve!"
Smartphone/Tablet, Business/Marketing

Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity Exclusive 1
by Phill Cameron [05.01.15]
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate and Icewind Dale in Pillars of Eternity.
Console/PC, Indie, Art, Design, Production, Exclusive

PlayStation business bolsters Sony as it aims for profit growth  
by Alex Wawro [04.30.15]
Sony has been leaning on its robust PlayStation business for a while now as it searches for profitability, but the troubled company's latest financial report plots a course for significant profit growth in the year ahead.
Console/PC, Business/Marketing

Think in terms of platforms, and user-gen content 1
by Gamasutra Community [04.30.15]
"With the proper use of value loops to reward value givers, thinking in terms of platforms is going to be a distinct part of the future as we go forward, since it just makes too much sense."
Console/PC, Indie, Design, Production, Business/Marketing