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April 24, 2014
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Updates » Design
GDC Europe 2014 opens registration, continues call for papers  
by GDC Staff [04.16.14]
You can now register early at a discounted rate to attend this year's GDC Europe, which will be held in Cologne, Germany August 11-13. Also, you still have time to submit talk proposals for the show.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, GDC Europe

How I got into games: On delayed artistic expression 4
by Gamasutra Community [04.16.14]
On growing as a person and as a game developer: How mentors help, how creation helps, and how "self-confidence changes everything."
Console/PC, Art, Design

Blog: Cube & Star - An arbitrary postmortem  
by Gamasutra Community [04.15.14]
"The game wasn't designed for sale or critical attention. It wasn't designed with any overt rules or goals. It was a zen little garden with which I could explore some concepts and enjoy the process of development."
Console/PC, Indie, Design

Getting Oculus VR immersion right, with Please Don't, Spacedog! 2
by John Polson [04.15.14]
"Everyone else is doing immersion wrong," says Please Don't, Spacedog! developer G.P. Lackey. His game uses an Oculus and MIDI controller combination to confront players with unfamiliar territory.
Console/PC, Indie, Design

Visualizing dynamic player behavior flow  
by Gamasutra Community [04.15.14]
"Games can generate massive amounts of behavioral telemetry data... In this post we focus on in-game behavioral telemetry (gameplay telemetry) and one specific machine learning approach: clustering."
Console/PC, Social/Online, Design, Business/Marketing

The thinking behind the design: 1 turn = 1 year in Hero Generations 2
by Gamasutra Community [04.15.14]
"Very simply, rules and constraints in games are the engine that create challenge and choice. Making choices, and overcoming challenges are what lead to fun, 'a-ha' moments, and joy."
Console/PC, Indie, Design

Get a job: Crystal Dynamics is hiring a Systems Designer  
by Staff [04.14.14]
The studio behind the most recent Tomb Raider game is looking to hire a systems designer to work on another one alongside the team in its Redwood City, CA office.
Console/PC, Design, Production, Recruitment

This Week in Video Game Criticism: Responding to Feedback the Vlambeer Way 2
by Kris Ligman [04.14.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including Vlambeer's Luftrausers and the sexualized violence of MGS 5: Ground Zeroes.
Console/PC, Design

Blog - Building it big: Hundreds of billions of worlds 2
by Gamasutra Community [04.14.14]
"I decided it would be an MMO, I'd work on it alone, and we would have the entire Milky Way modeled in the game, as closely as we could."
Console/PC, Indie, Programming, Design

Crafting To Leave, an autobiographical indie game from Ecuador Exclusive 2
by Alex Wawro [04.14.14]
Upcoming indie puzzle-platformer To Leave was built a team of student developers, and purports to be the first PSN game based on original IP to ever come out of Ecuador.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Exclusive, Video

Video: The story of Cave Story, as told by its creator  
by Staff [04.14.14]
Cave Story creator Daisuke "Pixel" Amaya shares his game development philosophy and shows the beta version of Cave Story during a postmortem presentation on the game at GDC 2011.
Console/PC, Indie, Design, Production, Video, Vault, GDC

Postmortem: Touchscreen ninja action game Shadow Blade 9
by Gamasutra Community [04.14.14]
"The main design goal for Shadow Blade was to create a platformer for mobile devices that would embrace touch controls as much as possible."
Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Blog: Story in games - What we can learn from other media 15
by Gamasutra Community [04.14.14]
"Modern players’ attention spans are very short. We are competing against a lot of media. In terms of storytelling, other media do a much better job."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Can I use Twine to teach English as a foreign language? 7
by Gamasutra Community [04.14.14]
"The best part is that exploring all the branches gives them reason to play the same story over and over again, reading text with the same vocabulary words used multiple times in context."
Console/PC, Indie, Design

But is it hot? Design challenges for sex in games Exclusive 28
by Leigh Alexander [04.14.14]
A panel at Different Games convened designers working on expressing intimacy, sexuality and diversity in games to talk about ways to confront common design challenges, and evolve the role sex plays in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

Sony's Yoshida has advice for Japanese developers: Do what you do best  
by Christian Nutt [04.11.14]
Speaking last night with veteran developer and PlayStation 4 architect Mark Cerny, the head of Sony's Worldwide Studios looked back at his career and shared insights.
Console/PC, Indie, Design, Business/Marketing

Want monetization suggestions for your zombie MMO? Head to Reddit 3
by Alex Wawro [04.11.14]
Sony Online Entertainment president John Smedley took to Reddit yesterday to solicit suggestions as to how Sony should monetize its recently-announced post-apocalyptic MMO game H1Z1.
Console/PC, Social/Online, Design, Business/Marketing

Blog: No country for old games 12
by Gamasutra Community [04.11.14]
"It's an issue that's relevant to all online games -- How can developers keep the game experience inviting to newcomers after the initial rush of the launch months wear off?"
Console/PC, Design, Business/Marketing

Harmonix is making a musical F2P mobile game: Record Run  
by Alex Wawro [04.11.14]
The developer of Rock Band is trying its hand at building a mobile, free-to-play endless runner that can procedurally generate gameplay based on your personal music collection.
Smartphone/Tablet, Design, Production

Making Oculus-powered VR game RS Racing 3
by Gamasutra Community [04.11.14]
"The RS Racer concept was born, and we created the main idea of a racing game that utilized four-player, networked Oculus Rifts together to form a timed-lap-based game."
Console/PC, Indie, Art, Design, Production, VR