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September 22, 2014
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September 22, 2014
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Updates » Design
How Gunpoint dev Tom Francis settled on his next commercial game Exclusive  
by Mike Rose [08.07.14]
Gunpoint developer Tom Francis has settled on what his next commercial outing will be, and now he's feeling confident enough to show it off to artists and composers for potential collaboration.
Console/PC, Indie, Design, Exclusive, Video

Get ready: GDC Europe 2014 kicks off next week  
by Staff [08.07.14]
The 2014 Game Developers Conference Europe kicks off next week, so we're taking a moment to highlight some of the events and guidelines you'll want to know about before you get to the show.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Can the developer of Monaco solve the gamepad RTS riddle? Exclusive 21
by Kris Graft [08.07.14]
Learning how to play a real-time strategy game takes dedication. And so does developing one, particularly when your goal is to make "the first great gamepad RTS."
Console/PC, Indie, Design, Exclusive

Don't Miss: Ledoliel and the world of Devine Lu Linvega Exclusive 3
by Leigh Alexander [08.06.14]
Leigh Alexander spends time with Ledoliel, an often-intimate, often-violent alien negotiation app -- and looks into the distinctive world of its multidisciplinary creator, Devine Lu Linvega.
Smartphone/Tablet, Indie, Art, Design, Exclusive

Library of Congress discovers unreleased Duke Nukem game 2
by Alex Wawro [08.06.14]
Archivist David Gibson has discovered the source code for the unreleased PSP version of Duke Nukem: Critical Mass while cataloging materials for the library's Moving Image section.
Console/PC, Design, Production

Blog: Being 'un-male,' and in game development 45
by Gamasutra Community [08.06.14]
"I am deeply unhappy with stories in games. There is almost never room for me in there. I'm a thirty-something with a male body, I identify as male, and I'm even, you know, heterosexual."
Console/PC, Indie, Design

Letter From The IGF Chairman: Welcome To IGF 2015  
by Staff [08.06.14]
As the Independent Games Festival opens for the 17th year, longstanding Chairman Brandon Boyer explains the rules and expectations for this year's much-awaited indie game showcase.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

2015 Independent Games Festival opens call for submissions  
by Staff [08.06.14]
Submissions are now officially open for the 2015 IGF, to be held for a 17th year during GDC 2015 in San Francisco next March. Main Category entries are due October 22, and Student Showcase Entries are due October 31.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

Watergun assassin: The grand game story of Street Wars Exclusive 16
by Leigh Alexander [08.06.14]
Leigh Alexander shares her harrowing story of Street Wars, a live, three-week watergun assassination game recently in London -- and what she learned about the delusions games give us about ourselves.
Console/PC, Social/Online, Indie, Design, Exclusive

Ubisoft writer Richard Dansky interviews God of War scribe Marianne Krawczyk  
by Gamasutra Community [08.06.14]
"It is not a stretch to say that the God of War franchise was a landmark in the history of game narrative. Marianne Krawczyk was the one who breathed life into Kratos."
Console/PC, Indie, Design

Don't Miss: The pragmatic, personal nature of Road Not Taken 16
by Alex Wawro [08.05.14]
Studio co-founder Dan Cook opens up to Gamasutra about the development and personal inspiration behind Spry Fox's roguelike puzzler Road Not Taken, as well as why it's coming to PSN.
Console/PC, Indie, Design, Production, Business/Marketing

Art movements in video games: Justwalkingism 50
by Gamasutra Community [08.05.14]
"Thatís what Justwalkingism is: an art movement dedicated to start game design anew, to strip games of the clutter of mechanics that hinder the playerís relation to the world."
Console/PC, Indie, Design

Blog: When is a clone... 22
by Gamasutra Community [08.05.14]
Raph Koster examines the difference between clones, new rules, and new games: "The easiest way to 'invent a new game' as opposed to simply cloning something is to take a ludic artifact and change one significant rule."
Console/PC, Smartphone/Tablet, Design

Reminder: GDC Europe online registration closes tomorrow  
by Staff [08.05.14]
With just a day left until registration closes on August 6 at Midnight UTC, GDC Europe organizers are offering a special registration discount code and a roundup of conference highlights.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Q&A: Brian Fargo shares lessons learned in developing Wasteland 2 Exclusive  
by Alex Wawro [08.05.14]
'Itís only been 20 years Iíve been trying to get here. It wouldnít have happened if not for crowdfunding.'
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Sharing useful game design tenets 5
by Gamasutra Community [08.05.14]
"We know games, we know design, and yet, the young and aspiring devs, who will one day be the stars of our industry are left to figure it out themselves. Itís kind of embarrassing."
Console/PC, Smartphone/Tablet, Indie, Design

80 Days: Building the perfect text adventure for mobile Exclusive 1
by Mike Rose [08.05.14]
I played a mobile game over the weekend that single-handedly changed the way I think about text-based adventure games. That game was 80 Days from Inkle Studios, a non-linear story that contains more than half a million words in total.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

Are eSports pros inherently better than the average player? 7
by Christian Nutt [08.04.14]
Dr. Amine Issa recently conducted research on pro League of Legends players to begin to answer this question.
Console/PC, Design, Business/Marketing

Creative challenges in game development  
by Christian Nutt [08.04.14]
"The road to creating something great is long and harrowing, with many turns and dead-ends along the way. You can't ignore what's right in front of you just because you have a clear destination in mind."
Console/PC, Indie, Design, Business/Marketing

This Week in Video Game Criticism: Do You Really Need Game Jams? 2
by Lana Polansky [08.04.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Lana Polansky on topics ranging from Destiny's one critical design flaw to a rejection of game jams.
Console/PC, Social/Online, Indie, Design, Production