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May 28, 2015
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Updates » Console/PC
Don't Miss: 'Roguelikes' - Getting to the heart of the it-genre 23
by Christian Nutt [05.20.15]
Over the last few years, the roguelike has become the it-genre in games. In this classic 2014 feature, Gamasutra spoke to developers at Klei, Spry Fox and more to get to the heart of its appeal.
Console/PC, Smartphone/Tablet, Indie, Art, Design

Brighten the corners of game audio  
by Gamasutra Community [05.20.15]
Audio veteran Damian Kastbauer takes a hard look at professional group GANG, the Game Audio Network Guild, and questions whether it's working for today's audio professionals.
Console/PC, Audio

PSA: European Innovative Games Showcase submissions close this Friday  
by Staff [05.20.15]
GDC Europe 2015 officials are still seeking submissions to the 2nd annual European Innovative Games Showcase at the Cologne, Germany show this August. You still have time!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC, GDC Europe

Creating the 'right' kind of player in the weird FPS Sub Rosa  
by Phill Cameron [05.20.15]
We talk to Cryptic Sea's Alex Austin, about developing Sub Rosa to encourage players not to shoot each other, even though they have automatic weapons and cool suits.
Console/PC, Indie, Programming, Design, Video

Blog: Eight months of development in two minutes 2
by Gamasutra Community [05.20.15]
A video recap of the development of PlayStation Mobile indie game UFO Dad, along with one handy lesson from the playtesting the developers did.
Console/PC, Indie, Production

Blog: Are missable collectibles okay, from a design standpoint? 12
by Gamasutra Community [05.20.15]
"I don't like miss-able collectibles either as a player or a designer. They aren't a thing that ruin games for me, but if they are included it will bother me."
Console/PC, Indie, Design

Don't Miss: Secret of Mana's enduring influence on game design 23
by Christian Nutt, Douglas Wilson [05.19.15]
What makes Secret of Mana for Super Nintendo so timeless? Back in 2013, Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discussed the topic on the week of the game's 20th anniversary.
Console/PC, Art, Audio, Design

Nintendo comes out on top in latest Wii balance board patent case  
by Alex Wawro [05.19.15]
Nintendo won another patent lawsuit this week after plaintiffs Ithaca Development and Ithaca Ventures withdrew their 2013 Seattle federal court case over Nintendo's Wii Balance Board peripheral.
Console/PC, Business/Marketing


Opinion: Breaking down the success of The Witcher 3's open world 2
by Phill Cameron [05.19.15]
An analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design

Grand Theft Auto V drives tidy year-end profits for Take-Two  
by Alex Wawro [05.18.15]
Take-Two closed the book on its 2015 fiscal year this week with a strong fourth-quarter showing thanks to big revenue generators like the PC version of Rockstar's Grand Theft Auto V and 2K's multi-platform shooter Evolve.
Console/PC, Business/Marketing

Get a job: Boss Key seeks a Multiplayer Game Designer  
by Staff [05.18.15]
Cliff Bleszinski and Arjan Brussee's new studio is looking for a multiplayer game designer to work on its upcoming sci-fi shooter alongside the team at Boss Key's Raleigh, NC offices.
Console/PC, Design, Recruitment

Gearbox and 3D Realms settle lawsuit over Duke Nukem rights  
by Alex Wawro [05.18.15]
Duke Nukem Forever developer Gearbox seems to have settled its lawsuit against 3D Realms (and development partner Interceptor Entertainment) over the rights to make Duke Nukem games.
Console/PC, Business/Marketing

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Microsoft Studios snaps up former Mass Effect lead Casey Hudson  
by Alex Wawro [05.18.15]
Less than a year after his formal departure from BioWare, Casey Hudson has signed on to serve as creative director of Microsoft Studios as it develops both games and HoloLens experiences.
Console/PC, Business/Marketing

This Week in Video Game Criticism: From the challenges of narrative to the demise of P.T.  
by Johnny Kilhefner [05.18.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from Konami's decision to pull P.T. to the challenges faced by game narrative.
Console/PC, Indie, Design

Where in the world did blockbuster educational games go? 28
by Bryant Francis [05.18.15]
From the late 1980's through the 1990's, as console games and computer games remained two very separate markets, a few PC studios regularly sold millions of educational games. So what happened?
Console/PC, Art, Production, Business/Marketing

The future of Konami is 'mobile first', says company chief 11
by Alex Wawro [05.15.15]
In a new interview, Konami chief Hideki Hayawaka explains that he's planning to "clearly divide management and creative roles" as he transitions the company to focus on mobile.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Made for TV: Double Fine's Costume Quest gets its own cartoon 2
by Alex Wawro [05.15.15]
Double Fine Business Man Greg Rice says the San Francisco indie studio is working with Frederator Studios to produce a cartoon based on Double Fine's Costume Quest games.
Console/PC, Business/Marketing

Developers come clean about the realities of crunch 22
by Alex Wawro [05.15.15]
Kotaku has published a thorough feature aimed at exposing crunch culture to a broader audience that features developers coming clean about how they had to crunch, or why they made others do so.
Console/PC, Indie, Production