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





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


Updates » Design
The Chinese Room's melancholy and refreshing Rapture Exclusive 7
by Leigh Alexander [07.02.14]
Leigh Alexander visits The Chinese Room to see Everybody's Gone to the Rapture -- a uniquel melancholy and distinctly English apocalypse, created by a team with a refreshing attitude to sustainability.
Console/PC, Indie, Design, Exclusive

Don't Miss: How and why Sega is reinventing Sonic the Hedgehog 17
by Christian Nutt [07.01.14]
Gamasutra speaks to Sega of America producer Stephen Frost about Sonic Boom and Sega's new, centralized management of the IP -- and what it means for the beloved franchise.
Console/PC, Design, Business/Marketing

What game designers do (according to the internet) 48
by Gamasutra Community [07.01.14]
"I used to wonder why people had totally wrong impressions of what a "game designer" was. I assumed it was because there wasn't enough out there about game design. I was so, so wrong about that!"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Interchangeable he and she 13
by Gamasutra Community [07.01.14]
"Customers asked why there wasn't a gay romance option.The company wondered if a solution could be found by simply replacing all of the love interest's pronouns by the opposite gender. Would that work?"
Console/PC, Indie, Design, Production

Panoramical asks: Why can't music software be a game? Exclusive 4
by Mike Rose [07.01.14]
For David Kanaga, the composer behind games like Proteus, DYAD, and the upcoming Panoramical, some of his favorite games aren't games at all.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive, Video

GDC Europe 2014's 'classic postmortem' is Broken Sword  
by Staff [07.01.14]
Influential game designer Charles Cecil will be delivering a Classic Game Postmortem about the groundbreaking adventure game Broken Sword: Shadow of the Templars at GDC Europe 2014 in Cologne this August.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

What happened when African and Chinese game devs got together 14
by Gamasutra Community [07.01.14]
The story of a cross-cultural game jam in Beijing as written by one of the African participants: "the rich experience of bringing together developers from different regions of the world."
Smartphone/Tablet, Indie, Design, Production

The intricacies of audio puzzle design 1
by Gamasutra Community [07.01.14]
Desktop Dungeons' Rodain Joubert takes a look at the "three-way tug-of-war" between what matters most in creating a music-based game, and how "these goals tend to be disruptive of the others."
Console/PC, Indie, Design

Video: Make your games better with playtesting, the Uncharted way 1
by Staff [06.30.14]
Game industry veteran Richard Lemarchand, then the lead game designer at Naughty Dog, discusses the psychological concept of attention as it relates to game design at GDC 2012.
Console/PC, Indie, Design, Production, Business/Marketing, Video

This Week in Video Game Criticism: Are Google Doodles games?  
by Kris Ligman [06.30.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a game review of Google Doodles to a return to basics with ludonarrative dissonance.
Console/PC, Social/Online, Indie, Design

Changing kids' attitudes toward exercise with games 4
by Gamasutra Community [06.30.14]
"Children who exercised with the Wii during their gym periods over 6 weeks and read about the dangers of obesity from their teachers or some adults reported greater positive attitudes about exercise."
Console/PC, Design, Business/Marketing

Ken Levine reflects on the game industry's history of violence 14
by Alex Wawro [06.30.14]
Bioshock creative director Ken Levine speaks to the historical value of violence in video games from a developer and publisher perspective during an interview with NPR.
Console/PC, Design, Business/Marketing

Designing a real-life Escape the Room experience Exclusive 6
by Mike Rose [06.27.14]
The chances are that you've tried your hand at an Escape the Room video game challenges before. You may not have experienced one of the many real life Escape the Room games that have been popping up around the world.
Indie, Design, Business/Marketing, Exclusive

Video: 10 pieces of Hearthstone design wisdom 2
by Staff [06.27.14]
In this GDC 2014 talk, lead designer Eric Dodds lays out the design challenges Blizzard faced in building a remarkably successful digital collectible card game in Unity for both PC and mobile devices.
Console/PC, Social/Online, Programming, Design, Production, Video, Vault

Creating SpaceMerc: An FPS for the Pebble smartwatch 3
by Gamasutra Community [06.27.14]
A postmortem of SpaceMerc, an FPS for the Pebble smartwatch: "working on SpaceMerc has been valuable for me in terms of software engineering, game development, and game marketing experience."
Smartphone/Tablet, Indie, Programming, Art, Design, Production

Blog: The coolest features I cut 1
by Gamasutra Community [06.27.14]
"I wanted to capture the magic of EVE Online’s galaxy-spanning wars... I was convinced: the multiplayer was going to be awesome. Until, of course, I cut it."
Console/PC, Indie, Design, Production

GDC Europe's Innovative Games Showcase reveals inaugural game lineup  
by Staff [06.27.14]
GDC Europe organizers have revealed the games that will be featured in the first-ever European Innovative Games Showcase during the Indie Games Summit at the August show.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, GDC Europe

Don't Miss: Tale of Tales tells its first original story with Sunset 5
by Alex Wawro [06.26.14]
This first-person exploration game set in '70s-era Latin America is one of the larger games Tale of Tales has ever worked on, with collaborators like Austin Wintory and an anonymous writer.
Console/PC, Indie, Design, Production

The developers who made Rust are rebuilding it from scratch 8
by Alex Wawro [06.26.14]
"There were a lot of stupid decisions made in the old codebase," says progenitor Garry Newman. "There were a lot of decisions made when we didn't know what game we were making."
Console/PC, Indie, Design, Production

Insomniac is livestreaming its small-team development experiment  
by Alex Wawro [06.26.14]
A small group of folks within Insomniac are going to start streaming themselves working on Slow Down, Bull -- a modest PC action game built in Unity -- as an experiment in open development.
Console/PC, Indie, Design, Production