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April 24, 2014
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Updates » Design
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

Father and S.O.N.: IGA talks 'Metroidvania' 2
by Leigh Alexander [03.21.14]
Koji Igarashi, who helped found a genre with the definitive Castlevania: Symphony of the Night spoke about his defining work at GDC, and the unique design and story decisions that shaped it.
Console/PC, Programming, Art, Design, GDC

The inner workings of the CS:GO marketplace, according to Valve 4
by Mike Rose [03.21.14]
Bronwen Grimes, technical artist on CS:GO, talked today about the road to discovering exactly what skins players wanted, and how they differed from Valve's original thoughts on the matter.
Console/PC, Art, Design, Business/Marketing, GDC

Game telemetry with DNA tracking on Assassin's Creed 3
by Gamasutra Community [03.21.14]
"This is a reprint of a series of articles I wrote for the Ubi Engine Room Blog in early 2012... which covers some examples of how telemetry is used at Ubisoft as part of our research efforts."
Console/PC, Design

'Iterate fast' and other design lessons learned from Hearthstone 5
by Alex Wawro [03.21.14]
Hearthstone designer Eric Dodds took the stage at GDC 2014 to shed light on the game’s creation and share design lessons learned by a small team building a digital card game within Blizzard.
Console/PC, Smartphone/Tablet, Design, GDC

Unleash the power of events to drive revenue in games 7
by Gamasutra Community [03.21.14]
"Events are proven to drive revenue (often multiple times the revenue of non-event period), increase concurrent user return rate, reactivation rate, and overall engagement."
Social/Online, Smartphone/Tablet, Design, Business/Marketing

'Nobody wants your cock,' and other highlights from the Rant Apocalypse 19
by Kris Graft [03.20.14]
For the 10th year running, GDC hosted its annual rant session, where people who are involved with video games publicly air their grievances.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

The singularity beckons: A classic Robotron: 2084 postmortem 4
by Mike Rose [03.20.14]
"It was kind of a magical experience. The feeling was amazing when we put it out." - Eugene Jarvis offered GDC goers a delightful postmortem for his 1982 cabinet arcade game Robotron: 2084.
Console/PC, Programming, Design, GDC

How the Japanese earthquake changed the direction of Sony's Rain  
by Simon Parkin [03.20.14]
The 2011 Japanese earthquake drastically change the theme and creative direction of Rain, the award winning downloadable adventure game for PlayStation 3 launched in October 2013.
Console/PC, Design, GDC

The early days of Lucasfilm Games, as told by those who lived it 4
by Alex Wawro [03.20.14]
Lucasfilm Games alumni Noah Falstein, Ron Gilbert, Chip Morningstar, David Fox, Peter Langston, and Steve Arnold shared tales of the studio's formation during the inaugural GDC studio postmortem.
Console/PC, Indie, Design, Business/Marketing, GDC

Practical advice about queer characters in games 9
by Leigh Alexander [03.20.14]
Writers and developers tackle some of the most practical questions game developers have about how to address inclusivity in games, from worries about tokenism to the importance of the challenge.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Production, GDC

What makes Gone Home a game? 39
by Brandon Sheffield [03.20.14]
There has been a lot of (very silly) debate about whether Gone Home is a "real" game. While the "yes, it definitely is," camp has almost certainly won that particular argument, at a GDC session, Steve Gaynor expanded upon this a bit.
Console/PC, Indie, Design, GDC

The Last Of Us wins top honors at Game Developers Choice Awards 1
by Staff [03.19.14]
Naughty Dog's post-apocalyptic adventure game netted Game Of The Year during the 14th annual GDCAs, which also recognized games like Papers, Please and industry luminaries like Anita Sarkeesian and Ken Kutaragi.
Console/PC, Social/Online, Indie, Design, GDC

Papers, Please takes the grand prize at 16th annual IGF Awards 4
by Staff [03.19.14]
Lucas Pope’s Papers, Please won the Seumas McNally Grand Prize for Best Independent Game -- and its accompanying $30,000 cash prize -- this evening at the 16th Annual Independent Games Festival.
Console/PC, Indie, Design, GDC

For women in games, getting to the top is only the beginning 42
by Brandon Sheffield [03.19.14]
In an impassioned talk debunking several myths about women in game development, Elizabeth Sampat, designer at Storm 8, cautioned women against complacence once they make it to the top.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production, Business/Marketing, GDC

Yu Suzuki recounts the making of Shenmue 5
by Kris Graft [03.19.14]
At GDC 2014, legendary game developer Yu Suzuki talked about the making of the highly-influential open world 1999 Sega Dreamcast game Shenmue.
Console/PC, Design, Production, GDC

Brenda Romero dreams of games and greatness  
by Leigh Alexander [03.19.14]
Brenda Romero received a standing ovation for a heartfelt, passionate talk on how game designers can be inspired by the world's greatest restaurant chefs and pursue, unflinchingly, greatness in games.
Console/PC, Social/Online, Indie, Programming, Art, Design, Production, GDC

Key quotes from GDC's fiery Indie Soapbox session  
by Simon Parkin [03.19.14]
Selected quotations from a series of six-minute talks delivered during the Indie Soapbox Session delivered at GDC 2014 yesterday.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art, Design, Production, GDC