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July 30, 2014
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Updates » Design
Blog: The coolest features I cut 1
by Gamasutra Community [06.27.14]
"I wanted to capture the magic of EVE Onlineís 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

Goat Simulator and SuperData talks revealed for GDC Europe 2014  
by Staff [06.26.14]
The creators of Goat Simulator and an experienced digital games market analyst are the latest notable speakers to join GDC Europe 2014, taking place in Cologne this August.
Console/PC, Indie, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Making sense of premium currency 4
by Gamasutra Community [06.26.14]
"A major component of monetization in F2P games is the use of premium currency: A resource that can only be bought with real money. Understanding how to best approach it is vital for anyone going into the F2P business."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Breaking the NES: Developing Shovel Knight 18
by Gamasutra Community [06.26.14]
Yacht Club Games programmer David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Programming, Art, Audio, Design

Get a job: Massive seeks a Senior Writer  
by Staff [06.25.14]
Ubisoft-owned Massive Entertainment (The Division) is looking for an experienced writer to work alongside the team in its Malmo, Sweden headquarters.
Console/PC, Design, Production, Recruitment

Platinum Games' new project is based on a Nickelodeon cartoon 1
by Alex Wawro [06.25.14]
The house that's building Bayonetta 2 and Scalebound is also developing a game based on Nickelodeon's Legend of Korra animated series with help from the show's lead writer.
Console/PC, Design, Production

Screw narrative wrappers 18
by Gamasutra Community [06.25.14]
"What is a wrapper? Itís something thatís put around an object, not intrinsically part of the object. Itís something thatís taken apart to get to the good stuff. Itís something thatís discarded as unimportant."
Console/PC, Design

Let's revisit Final Fantasy X! Anyone? Exclusive 59
by Leigh Alexander [06.25.14]
Games remember who we were when we played them. Leigh Alexander revisits Final Fantasy X -- and puzzles over the lost heyday of big Japanese roleplaying games.
Console/PC, Art, Design, Exclusive

Blog: The social is a lie 3
by Gamasutra Community [06.25.14]
"The only social aspects involve bragging about an accomplishment, hitting up friends for 'help' or being pan-handled by the game operator to spend more money."
Smartphone/Tablet, Design, Business/Marketing

A guide for developers to incorporate charity into their games 1
by Gamasutra Community [06.24.14]
"Incorporating a charity in a game can be challenging... How can a game studio create a true-shared value opportunity to generate the biggest social impact whilst also having an impact on business objectives?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

The use of genre stereotype in game narrative 10
by Gamasutra Community [06.24.14]
"I donít mean offensive stereotypes, I mean genre stereotypes... Stereotypes are useful when it comes to cutting down on the amount of exposition youíll need to feed players."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

GDC Europe 2014 adds notable talks from Double Fine and Paradox 1
by Staff [06.24.14]
A look at emergent gameplay in Crusader Kings II and a discussion of dialog in Double Fine games will be part of the session lineup for GDC Europe 2014, which is being held in Germany this August.
Console/PC, Indie, Programming, Design, Production, GDC Europe

Q&A: Telling human stories of the Great War with Valiant Hearts Exclusive 14
by Alex Wawro [06.24.14]
Two lead developers on Ubisoft Montpellier's Valiant Hearts explain why they made a cartoonish adventure game inspired by soldier's letters and other somber artifacts of the First World War.
Console/PC, Design, Production, Exclusive, Video

How a new studio made Wolfenstein make sense in 2014 1
by Christian Nutt [06.23.14]
"'Okay, you have this musclebound '80s action hero. How do we turn him into a relatable, interesting human being?' [laughs] That type of decision is so much more interesting than if we had just turned him into another Nathan Drake clone."
Console/PC, Design, Production

This Week in Video Game Criticism: Revolutionary Assassins and Phil Fish 2
by Kris Ligman [06.23.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the historical case for playable women in Assassin's Creed to everyone's opinion on Phil Fish.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Can games teach us to die? 2
by Gamasutra Community [06.23.14]
"Somewhere on the list of game design truisms is the idea that players should feel like their actions are meaningful. Which is unfortunate because it puts the theme of futility at a discount, almost excluding it from games by definition."
Console/PC, Indie, Design