Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
April 24, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


Updates » Design
That Dragon, Cancer developer shares grace through game design  
by Alex Wawro [04.23.14]
Josh Larson exhorted fellow developers to think of games as a form of communication between themselves and their players in a talk given today at the 12th annual Games for Change festival.
Console/PC, Indie, Design

See Jane study exobiology: A new approach to role models in games 1
by Gamasutra Community [04.23.14]
Rob Jagnow writes on how scientist Jane Van Susteren became a character in Extrasolar: "her transition from biology consultant to in-game character wasn't the intent from the start."
Console/PC, Indie, Design

Hack-Man: An interview with Watch Dogs' creative director 3
by Christian Nutt [04.23.14]
Creative director Jonathan Morin speaks about decisions made during the development of the hotly anticipated Watch Dogs, and his expectations for the next generation of games.
Console/PC, Design, Production

Cloud Chamber: The TV show you play on Steam Exclusive 2
by Mike Rose [04.23.14]
How the heck do you describe Cloud Chamber? Imagine following along with your favorite TV series, and after each episode you're able to jump online, dig deeper into what you watched, and discuss the twists and turns with fellow viewers.
Console/PC, Design, Business/Marketing, Exclusive, Video

Blog: Long-term retention - How to keep players playing 11
by Gamasutra Community [04.23.14]
"To heighten the likelihood of engaging a player long term, the game needs to create a vision for the player. Visualize the goal, what the player can become, and what awesome features are ahead."
Social/Online, Smartphone/Tablet, Design

How arcade games have come, gone, and could come again GDMag Exclusive 4
by Nolan Bushnell [04.22.14]
In this classic Game Developer magazine column, Nolan Bushnell explains why arcade machines failed and how location-based video games could still thrive in the age of online technology.
Console/PC, Social/Online, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

10 insightful playtest questions 5
by Gamasutra Community [04.22.14]
"Playtests are always a valuable way to evaluate the state of your game, but it's important to observe the right signs and ask the right questions in order to get objective and worthwhile feedback."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Rehearsals and Returns: A game about conversations that'll never take place Exclusive 1
by Mike Rose [04.22.14]
Rehearsals and Returns, from Independent Games Festival 2011 nominee Peter Brinson, plays with the ideas of effort vs. rewards, life, and death.
Console/PC, Indie, Design, Exclusive, Video

An evolutionary algorithm in action: Darwin's Nightmare 1
by Gamasutra Community [04.22.14]
"In this game, all enemy craft designs are obtained by varying a unique genotype: whenever a new ship appears on the screen, digital DNA is recombined to create a new type."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design

Q&A: How self-publishing brought Age of Wonders 3 back to life Exclusive 2
by Alex Wawro [04.22.14]
In the wake of this fantasy 4X strategy game's remarkable launch, Gamasutra sits down with Age of Wonders 3 lead designer Lennart Sas to find out why the studio waited 11 years to return to its roots.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive, Video

This Week in Video Game Criticism: Everybody Loves Garrus 4
by Kris Ligman [04.21.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including the political agenda of Halo and why Garrus Vakarian is Mass Effect's most enduring character.
Console/PC, Social/Online, Indie, Design

Blog: Ethical game design - My precepts 1
by Gamasutra Community [04.21.14]
"A simple set of precepts that I can easily remember and refer to for guidance. They aren't perfect, but they're enough to remind me of what I've decided is important."
Console/PC, Indie, Design

It's been 25 years since Nintendo first released the Game Boy  
by Alex Wawro [04.21.14]
Nintendo released the original Game Boy in Japan on April 21, 1989, which means that a ton of 25-year retrospectives and tributes to the little brick have been published. Here's one worth reading.
Console/PC, Design, Production, Business/Marketing, Video

Blog: Diversity, Halo, and the 'sexual/political agenda' of Fragments of Him 13
by Gamasutra Community [04.21.14]
"It is possible to see an agenda in Halo, if we wish to look for it, just as it is possible to see one in Fragments of Him, but I know which game is more likely to be discussed in terms its agenda."
Console/PC, Indie, Design

Improving freemium design: A Cardinal Quest II analysis  
by Gamasutra Community [04.21.14]
Independent game and monetization designer Ben Sipe takes a close look at turn-based hack-'n'-slash adventure Cardinal Quest II, a free-to-play game from developer randomnine.
Console/PC, Smartphone/Tablet, Indie, Design

Reflections on an indie failure: A StarLicker postmortem 12
by Gamasutra Community [04.21.14]
"StarLicker was an unsuccessful game in almost every way imaginable. We made a lot of mistakes on this project, but through this process, our skill as game developers improved dramatically."
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Q&A: The weird, wacky success that is Goat Simulator Exclusive 9
by Alex Wawro [04.21.14]
Coffee Stain Studios CEO Anton Westbergh explains how a game that started out as a game jam joke became a real, tangible product, and why game developers should lighten up once in a while.
Console/PC, Indie, Serious, Design, Production, Business/Marketing, Exclusive, Video

Video: Breaking down the seven-year development of Antichamber 3
by Staff [04.18.14]
Indie developer Alexander Bruce shares what his development philosophy and what he learned in a postmortem discussion of the development of Antichamber given at GDC 2014.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault, GDC

'What's the best game dev educational resource you've ever used?' Exclusive 2
by Staff [04.18.14]
There's a lot of great educational resources out there that can help you refine your game development skills -- the trouble is knowing where to look.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

The long, tricky road to release for musical exploration game Fract OSC Exclusive  
by Mike Rose [04.18.14]
Around four years in the making, psychedelic music exploration adventure Fract OSC is finally getting a well-deserved release.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video