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Updates » Console/PC
Video: What game developers can do for NASA 1
by GDC Vault Staff [05.13.13]
NASA researchers shared their vision of working with game developers to create the future of space exploration, where everyone can step on distant worlds via virtual holodecks.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video

Blizzard donates all Diablo III exploit cash to charity 3
by Mike Rose [05.13.13]
Following a Diablo III exploit that allowed some players to duplicate gold in-game last week, developer Blizzard Entertainment has made the decision to ban those players who took advantage of the exploit, and donate all their sales proceeds to charity.
Console/PC, Business/Marketing

Blog: My four takeaways from the year in strategy games 10
by Gamasutra Community [05.13.13]
The strategy genre is exploding with great new games, and there are plenty of lessons to learn from how XCOM, FTL and others are evolving the art of strategy game design.
Console/PC, Indie, Design

'Oligopolistic' console business blamed for Square Enix losses 7
by Mike Rose [05.13.13]
As Square Enix posts a swing to significant losses for the last fiscal year, the company has blamed the "increasingly competitive and oligopolistic" console game markets in North America and Europe.
Console/PC, Business/Marketing

Warren Spector: Use the storytelling tools that work for games 27
by Christian Nutt [05.10.13]
"Respect the medium and the player" was Warren Spector's message in his presentation at UC Santa Cruz's IFOG symposium. There are strengths to games that must be harnessed to tell better stories.
Console/PC, Design

Time to move on from the gameplay vs. story debate 43
by Christian Nutt [05.10.13]
UC Santa Cruz's Michael Mateas (Facade) argued in an impassioned presentation this morning that the time for debate on whether games should have stories has passed -- it's the work that matters.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design

Video: The Unfinished Swan - From student prototype to PS3 exclusive 1
by GDC Vault Staff [05.10.13]
Giant Sparrow creative director Ian Dallas shares how The Unfinished Swan began as a week-long prototype in school and became a Sony-published PlayStation Network game.
Console/PC, Indie, Programming, Design, Production, Video

Get a job: Be a PS4 Engineer for Zombie Studios  
by Kris Ligman [05.10.13]
"Zombie Studios is currently looking for a PS4 Engineer to work on Blacklight: Retribution and other titles. Will be responsible for designing and maintaining core platform features."
Console/PC, Programming, Recruitment

Security firm ensuring Watch Dogs hacking is believable 10
by Mike Rose [05.10.13]
"Sometimes they say, 'Yeah, that's possible, but change that word'" - Watch Dogs' Dominic Guay explains how the game's hacking goes through a security firm to make sure it's fairly realistic.
Console/PC, Design, Business/Marketing

Blog: Making players feel important 6
by Gamasutra Community [05.10.13]
Making players feel like they can have an impact on the world is crucial, but doing so is far from easy. How do you do it? Here are some observations and suggestions.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Sega's video game business is still not coping with change 12
by Mike Rose [05.10.13]
Although it would appear at first glance that Sega's last fiscal year was rather healthy, with soaring profits recorded, this is actually far from the truth.
Console/PC, Business/Marketing

An exercise for creating accountable teams 2
by Gamasutra Community [05.10.13]
It can be hard to change your way of thinking -- even if you've just been introduced to the rules. This blog post on a team exercise reveals how useful it is to search for better solutions.
Console/PC, Indie, Production

Leaving AAA: Why Naughty Dog's star designer became a teacher Exclusive 14
by Kris Ligman [05.10.13]
"Game developers should not walk but run towards their nearest academic institution," says Richard Lemarchand, design lead on Uncharted 3 who in 2012 left AAA to teach game design.
Console/PC, Indie, Design, Exclusive, Student/Education

If games are art, what's next? 39
by Staff [05.10.13]
Jonathan Blow, academic Grant Tavinor and indie Erlend Grefsrud argue for the creative future of video games and explore what they can be capable of.
Console/PC, Indie, Design

Blog: Why I am making games 3
by Gamasutra Community [05.09.13]
When asked why you make games, what would you answer? One developer shares the reasons he makes games, after giving it some serious thought.
Console/PC, Indie, Design

All GDC 2013 content live and mobile-ready on the Vault 2
by GDC Vault Staff [05.09.13]
GDC Vault, the most comprehensive collection of talks and slides from game industry thought leaders, has gone live with all GDC 2013 content on the newly-redesigned website.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Why are pro gamers moving to League of Legends? 33
by Gamasutra Community [05.09.13]
League of Legends has become the biggest thing in pro gaming, draining players away from StarCraft II and fighting games, too. Zoran Cunningham speaks to players to find out why.
Console/PC, Social/Online, Business/Marketing

Ouya has a new competitor with subscription-based GamePop 4
by Kris Ligman [05.09.13]
Mobile company BlueStacks is poised to become the latest entrant in the "microconsole" market with the GamePop, which operates under a Netflix-like subscription service.
Console/PC, Smartphone/Tablet, Business/Marketing

Video: The Legend of Zelda's evolution, from Nintendo's Aonuma 7
by GDC Vault Staff [05.09.13]
The Legend of Zelda designer-turned-director Eiji Aonuma discusses how the franchise evolved, how A Link to the Past won him over, and how he handles the "Miyamoto Test," in this special GDC Vault video.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video

Get a job: Linden Lab is looking for a Game Designer  
by Kris Ligman [05.09.13]
"Linden Lab seeks a Game Designer to be responsible for generating detailed concepts covering all aspects of gameplay and using software tools to implement the designs."
Console/PC, Design, Recruitment