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April 24, 2014
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Updates » Design
What's next for Puzzle & Dragons and GungHo? Exclusive 14
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

This Week in Video Game Criticism: The oranges of Peter Molyneux  
by Eric Swain [03.25.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics including responses to the Critical Proximity conference and an enlightening interview with Peter Molyneux.
Console/PC, Indie, Design, Business/Marketing

Peter Molyneux and the 'life raft' of independent game development Exclusive 4
by Christian Nutt [03.25.14]
The famed talker and veteran designer is unusually circumspect heading into the launch of Godus, the first game he Kickstarted. Gamasutra finds out why in this new interview.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, Video

GDC Europe 2014 announces dates and call for papers  
by GDC Staff [03.24.14]
GDC organizers have put out the call for submissions to present lectures and panels sessions at the 2014 Game Developers Conference Europe, which will run August 11-13 in Cologne, Germany.
Console/PC, Design, Production, Business/Marketing, GDC Europe

Thauma: A GDC 2014 microtalk about video games as an art form 2
by Gamasutra Community [03.24.14]
Thauma is both an expression of the unique quality of all games and an assertion through language that games are an art form as they are, on their own terms, today.
Art, Design

GDC hits attendance record, 2015 dates announced 3
by GDC Staff [03.24.14]
Game Developers Conference has set a record for event attendance, with more than 24,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC