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February 27, 2015
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Updates » Console/PC
Road to the IGF: 11Bit studios' This War of Mine Exclusive  
by Leigh Alexander [02.17.15]
11Bit Studios' This War of Mine stole hearts this year thanks to its gripping, civilian-focused twist on the wartime setting. Now it's up for the grand prize at the IGF -- we catch up with the team.
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, IGF

Remembering Shinya Nishigaki, creator of Blue Stinger and Illbleed 4
by Gamasutra Community [02.17.15]
Shinya Nishigaki developed two memorable Dreamcast games -- Blue Stinger and Illbleed -- before passing away at just 42. This look back uses interview quotes from shortly before he died.
Console/PC, Business/Marketing, History

See the future of VR game development at GDC 2015  
by Staff [02.17.15]
Developers interested in charting a course through the new frontier of virtual reality game design would be wise to look for advice from trailblazers at the 2015 Game Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, GDC

Slippery tentacles: Tackling the challenges of Octodad's design  
by Gamasutra Community [02.17.15]
"Octodad: Dadliest Catch was a strange, difficult, and rewarding project to design. We struggled against traditional game design; we sometimes ran in circles."
Console/PC, Indie, Design, Production

This Week in Video Game Criticism: No Godus or Kings, Only Molyneux  
by Joe Koeller [02.16.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Joe Koeller on topics ranging from the aesthetics imparted by framerates to the relentless optimism of Peter Molyneux.
Console/PC, Social/Online, Indie, Design, Business/Marketing

GameMaker Studio creator acquired for $16.4 million 27
by Kris Graft [02.16.15]
Game and online gambling software company Playtech said Monday said it will acquire Yoyo Games Limited, developer of the popular cross-platform game dev tool GameMaker Studio.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Put yourself into the game with advanced 3D scanners at GDC 2015  
by Staff [02.16.15]
Attending GDC 2015? Make time between sessions to check out the cutting-edge 3DPlusMe mobile personalized 3D printing platform while you're hanging out on the show floor.
Console/PC, Business/Marketing, GDC

GDC: See how BioWare melded story with systems to make Dragon Age  
by Staff [02.16.15]
Attend GDC 2015 to hear firsthand how creating Dragon Age: Inquisition drove BioWare to re-think their approach to design and populate BioWare's largest 'open world' with only a handful of designers.
Console/PC, Design, GDC

Road to the IGF: Elegy for a Dead World Exclusive  
by Christian Nutt [02.16.15]
There's an awful lot of discussion about the right approach to narrative in games. Elegy for a Dead World's approach is striking. It asks the player to collaborate in the creation of its story.
Console/PC, Indie, Design, Production, Exclusive, Video, IGF

Building an Infinifactory: How to turn science into a successful game  
by Phill Cameron [02.16.15]
Zach Barth talks about the release of Infinifactory on Steam Early Access, creating a rich story for a puzzle game, and how people react to open-ended puzzles.
Console/PC, Indie, Programming, Design, Business/Marketing

Road to the IGF: XRA's Memory of a Broken Dimension  
by Phill Cameron [02.13.15]
We talk to Ezra Hanson-White about Memories of a Broken Dimension as part of our Road to the IGF series.
Console/PC, Indie, Art, Design

The Ministry of Hype: Letting the game industry curate its own history 26
by Gamasutra Community [02.13.15]
"The gaming industry has one unique trait: It's the only one that will attack their previous release to make the new one look better."
Console/PC, Business/Marketing

Get a job: Red 5 Studios seeks an E-commerce Analyst  
by Staff [02.13.15]
Have a background in free-to-play? "The Live Team at Red 5 focuses on continuing service for Firefall and is dedicated to user retention and monetization," this job post promises.
Console/PC, Business/Marketing, Recruitment

Blog: Game development is difficult - My thoughts on that Molyneux interview 65
by Gamasutra Community [02.13.15]
"I had hoped people would learn that, difficulties are a natural part of game development and not developers actually trying to screw over fans (most of the time) or 'taking the money and running.'"
Console/PC, Indie, Production, Business/Marketing

Combining enemy types and enemy behaviors 2
by Gamasutra Community [02.13.15]
"In this tutorial, I will focus on how I managed to be able to add many types of enemies, while giving them even more different patterns. By pattern, I mean the behavior the enemies are going to adopt."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

For OlliOlli, the right soundtrack meant a better video game Exclusive 1
by Phill Cameron [02.13.15]
Simon Bennett of Roll7 explains how the studio's 2D skating game OlliOlli was close to having a thrash rock soundtrack.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive

Here's the lineup for GDC's exciting Experimental Gameplay Workshop 1
by Staff [02.13.15]
GDC 2015 officials are excited to reveal the lineup of the ever-popular Experimental Gameplay Workshop, which includes games like That Dragon Cancer, Line Wobbler and more.
Console/PC, Indie, Design, Production, GDC

Life is Strange: Embracing metagaming 11
by Gamasutra Community [02.13.15]
"Instead of trying to prevent people from doing the accursed metagaming, what if we instead lean into it? Turn a game exploit into a game mechanic? Life is Strange blessedly does just that."
Console/PC, Design

Predictions for China's game industry in 2015 1
by Gamasutra Community [02.13.15]
"We’re going to see a number of developments in the coming year, including changes in gamer preferences, company ownership patterns, and hardware availability. These trends will create opportunity."
Console/PC, Smartphone/Tablet, Business/Marketing

The undying allure of the Metroidvania 17
by Christian Nutt [02.13.15]
Gamasutra's Christian Nutt speaks to a swath of developers about the "Metroidvania" genre -- what drew them to it, and its potential. Includes new comments from Symphony of the Night's Koji Igarashi, too.
Console/PC, Design