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December 22, 2014
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December 22, 2014
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KerbalEdu announced, a teacher-friendly Kerbal Space Program  
by Phill Cameron [12.22.14]
Kerbal Space Program's developer Squad has teamed up with TeacherGaming to develop KerbalEdu, a teaching-focused version of the wildly popular indie game.
Console/PC, Indie, Design, Business/Marketing

Blog: Thank God I'm an Indie Dev 2
by Gamasutra Community [12.22.14]
"I'm lucky to work at an awesome company that encourages creativity and independence... they believe it creates a stronger, more creative company with tremendous energy."
Indie, Production

Making Before : A 'collective consciousness game' of survival  
by Phill Cameron [12.22.14]
We talk with Bill Lowe, creator of Before, about developing a group-survival sim, signing with Facepunch studios, and getting featured at The Game Awards.
Console/PC, Indie, Design, Business/Marketing

Gamasutra's Best of 2014: Brandon Sheffield's Top 5 'research' games 6
by Brandon Sheffield [12.19.14]
"In order to make sure I'm on the right track, sometimes I like to ground myself by playing games that have similar systems or elements to what what we want to achieve."
Console/PC, Indie, Design

On 'comprehensive game criticism' and plastic ghosts of the past 6
by Gamasutra Community [12.19.14]
A step toward formulating a useful game criticism, by looking at a weird, old game: "The first word that comes to mind when I think of Perfect Dark: 'bloated.' It's also highly hypocritical, game design-wise."
Console/PC, Design

Nintendo prevails in yet another patent suit 1
by Christian Nutt [12.19.14]
Though it suffered a major setback in a case against Philips recently, the video game giant has yet again won a case that could have stopped sales of the Wii U.
Console/PC, Business/Marketing

Get a job: Oculus VR is hiring a Gameplay Engineer  
by Staff [12.19.14]
Got a passion for virtual reality? Oculus VR is looking for an experienced developer to join the team in its Seattle, WA office and work on creating "game-like experiences" for the Oculus Rift.
Console/PC, Design, Recruitment

How to solve the PC resolution problem 14
by Gamasutra Community [12.19.14]
"One of the biggest problems with creating a PC game is figuring out what resolution to use, and how to give the users the same experience regardless of the size of screen with which they view the game."
Console/PC, Indie, Programming, Art

Video: How games reflect the tension between our hearts and minds  
by Staff [12.19.14]
In a wide-ranging GDC 2014 talk, NYU Game Center chief Frank Lantz explored how games are made, played and talked about in an effort to better understand the ways in which people look at the world.
Console/PC, Design, Video, Vault

Our indie game bombed... But a year later, we've sold 100,000 copies 3
by Gamasutra Community [12.19.14]
A year after bombing, a developer comes back to report: "One year ago we released Ethan: Meteor Hunter on PC -- we sold 127 units. As of today, we have sold 112,567 units."
Console/PC, Indie, Business/Marketing

Best of 2014: The Rolodex 63
by Gamasutra Community [12.19.14]
"We should hire based on merit rather than gender." It's a great idea in theory, but can it work in practice? Jenn Frank discusses in this outstanding blog post.
Console/PC, Business/Marketing

Take care of yourself: A tip from the 2014 Game Career Guide  
by Staff [12.19.14]
In this edition, Frog Fractions developer Jim Crawford offers some advice for indies and student developers: take care of yourself and your team, so you (and your game) don't fizzle out!
Console/PC, Indie, Business/Marketing

For Miyamoto, games are more about systems than stories 5
by Alex Wawro [12.19.14]
Nintendo frontman Shigeru Miyamoto spoke briefly with the AP last week about the company's plans for the future, shedding some light on its approach to development in the process.
Console/PC, Business/Marketing

Game audio pillars  
by Gamasutra Community [12.19.14]
"The thought here is to provide high-level transparent goals for the audio department within a development environment, and to serve as a series of checks and balances by having a longer term strategic outlook."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Chicago's High Voltage plans New Orleans expansion  
by Alex Wawro [12.19.14]
Chicago-based High Voltage Software has laid plans to open a new office in Louisiana next year, and will be taking advantage of local tax incentives to do so.
Console/PC, Business/Marketing

Gamasutra's Best of 2014: Leigh Alexander's Top 5 Games 6
by Leigh Alexander [12.19.14]
Here are the five games that I think were most important this year; most expressive of the year, most likely to be remembered (by me) in later years. I like games that feel good and have something to say.
Console/PC, Smartphone/Tablet, Indie, Programming, Design

What can F2P developers learn from premium games? Find out at GDC  
by Staff [12.19.14]
Free-to-play and premium games may have different business models, but they can still share similar aspirations when it comes to excellent design. Learn what F2P can learn from P2P at GDC 2015.
Social/Online, Design, GDC

Gamasutra's Best of 2014: Phill Cameron's Top 5 Games 2
by Phill Cameron [12.19.14]
2014 marked a year where the best games were those that experimented with new ways to play, both from a mechanical and a narrative viewpoint.
Console/PC, Smartphone/Tablet, Indie, Design

Blog: My personal C# coding guidelines for 2014 6
by Gamasutra Community [12.19.14]
"I have had a number of influences on deciding these including learning from my peers, working on a variety of personal and professional projects, and reading a variety of blog posts."
Console/PC, Smartphone/Tablet, Indie, Programming

Mining data to understand Street Fighter's balance and meta-game 3
by Gamasutra Community [12.19.14]
"This post is an the analysis of the game balance in Super Street Fighter IV. We analyze it using statistical methods and machine learning techniques."
Console/PC, Design