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April 21, 2014
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Updates » Design
Game-designing your wedding (at GDC) 3
by Gamasutra Community [03.28.14]
"What we wanted to do was create an amazing experience for the guests, to show them who we are and include them more directly in the event."
Console/PC, Social/Online, Smartphone/Tablet, Design

Can free-to-play have pay-to-progress without paywalls? 34
by Gamasutra Community [03.28.14]
"I don’t like the idea of a paywall... I want to make a game that the majority of people can play to completion without paying a cent."
Smartphone/Tablet, Design, Business/Marketing

Blog: How to design great point-and-click adventure game puzzles 12
by Dan Marshall [03.28.14]
Sit back, relax, and let idiot game designer Dan Marshall talk you through his special recipe for making Point n' Click Adventure Game puzzles.
Console/PC, Indie, Design

The inspirational stories behind This War of Mine Exclusive 5
by Mike Rose [03.28.14]
When the teaser trailer for This War of Mine stormed the internet, it aimed to show the other side of war in games. 11 Bit's Pawel Miechowski discusses his inspiration with Gamasutra.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, GDC

Blog: Fast prototyping and iteration in Goat Simulator 7
by Gamasutra Community [03.28.14]
"Initially, Goat Simulator was a way for us to play around in Unreal Engine 3... Luckily, both getting a working prototype up, and finishing the game went extremely fast due to the tools we used."
Console/PC, Indie, Programming, Design, Production

What's next for Puzzle & Dragons and GungHo? Exclusive 13
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Understanding Threes: Developers release design archives 4
by Christian Nutt [03.27.14]
The developers of popular iOS and Android puzzler Threes are conflicted about copies of their game -- and clearly spell that out, alongside a new archive of development materials.
Smartphone/Tablet, Design, Production

Using Glitch to understand in-game economies: A case study 1
by Gamasutra Community [03.27.14]
"In this post we focus on just one aspect of Glitch: the in-game economic system, with an emphasis on the auction house and NPC vendors, which formed the nerve centre of the game's economy."
Console/PC, Social/Online, Design, Business/Marketing

Papers, Please leads Games for Change 2014 nominees  
by Mike Rose [03.27.14]
Games for Change, the New York City festival focused on the positive social impact of games, today announced the nominees for its 2014 awards.
Indie, Serious, Design

How to build a better VR game 1
by Alex Wawro [03.26.14]
We highlight a few recent VR-focused stories, developer blogs and other resources that might prove useful for anyone starting -- or continuing -- to develop their own VR experience.
Console/PC, Smartphone/Tablet, Indie, Design, VR

Titanfall purgatory: Respawn removes cheaters from player population 4
by Christian Nutt [03.26.14]
The developers of the popular shooter announced that players who are flagged as cheaters will no longer be able to interact with the larger player population.
Console/PC, Design

For better or worse: Your guide to Oculus internet arguments Exclusive 42
by Leigh Alexander [03.26.14]
Do you think Facebook's Oculus VR buy is good news or not? Leigh Alexander presents the arguments for and against, so you can have an arsenal to use when you're arguing prematurely on the internet.
Console/PC, Social/Online, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive, VR

Microsoft upgrading Xbox Live to punish or reward player conduct 3
by Alex Wawro [03.26.14]
Microsoft published a blog post today clarifying its plans to update Xbox Live's Reputation system to punish or reward players for their online behavior.
Console/PC, Design, Business/Marketing

Bake your own 3D dungeons with procedural recipes 2
by Gamasutra Community [03.26.14]
"A different way to look at dungeon generation. Your artists will appreciate the creative freedom this approach will offer, and your players will enjoy the more natural feel of the dungeons."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design

Blog: Reflections on a decade of GDC fieldnotes  
by Gamasutra Community [03.26.14]
"Since 2004 I've been researching game development and game developers. That's a long time to study such an amorphous, variable and shifting thing/ community/ world/ culture."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC

Developers react: Facebook buys Oculus VR 22
by Alex Wawro [03.25.14]
Here's what developers were saying after news broke that Facebook will acquire Oculus VR for $2 billion, plus an additional $300 million for good performance.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Suda51 remains committed to breaking stuff 5
by Alex Wawro [03.25.14]
Speaking to 4Gamer, the creator of Killer Is Dead and Lollipop Chainsaw renews his commitment to making weird video games. in the wake of Grasshopper Manufacture's acquisition by GungHo.
Console/PC, Design

Blog: The slow seduction of gameplay 18
by Gamasutra Community [03.25.14]
"Blizzard had just announced players could pay to boost a newly created character to level 90... I viewed the move as the inevitable final step in a long devaluing of gameplay."
Console/PC, Social/Online, Design

Blog: The art of Shadow of the Colossus - an Agro analysis 1
by Gamasutra Community [03.25.14]
"Agro is a very important character in the hero's quest. Somehow their relationship resembles the one between Ico's hero and Yorda."
Console/PC, Design

Blog: The compulsion loop explored 4
by Gamasutra Community [03.25.14]
This post attempts to detail the compulsion loop concept, expand the concept a bit with my own interpretation, and describe the potential future opportunity leveraging this concept.
Console/PC, Smartphone/Tablet, Design