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September 18, 2014
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September 18, 2014
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Updates » E3
Finding the fun fast: How rapid prototyping shaped Evolve Exclusive 5
by Kris Graft [06.16.14]
One of the keys to Turtle Rock's success is its emphasis on rapid prototyping -- find the fun first and iterate and build from there. We spoke to the studio's creative director Phil Robb at E3.
Console/PC, Design, Production, Exclusive, E3

Evolve studio Turtle Rock eyes Early Access development Exclusive  
by Kris Graft [06.13.14]
Turtle Rock Studios' creative director and studio cofounder Phil Robb sees the benefits in pulling the veil back on game development.
Console/PC, Production, Business/Marketing, Exclusive, E3

Attendance up, exhibitor numbers down at E3 this year  
by Mike Rose [06.13.14]
Around 49,800 people attended E3 this year, up slightly from last year's attendance of 48,200, although the number of exhibitors dropped.
Console/PC, Business/Marketing, E3

How happy accidents made Oculus platformer Lucky's Tale possible Exclusive 5
by Alex Wawro [06.13.14]
Building a third-person virtual reality platformer seems like a fool's errand, but Paul Bettner's new studio Playful has stumbled upon some VR design tricks that seem to make it work.
Console/PC, Design, Exclusive, E3

Horizon reveals new indie talent and a new role for Polytron 2
by Alex Wawro [06.12.14]
The indie alternative to E3 showcased a slew of known and new indie game projects, including the first game from David O'Reilly and a new partnership business from Fez developer Polytron.
Console/PC, Design, Production, E3

Ubisoft's trouble with Uplay, love for companion apps and microtransactions Exclusive 42
by Christian Nutt [06.12.14]
Gamasutra speaks to Ubisoft vice president of digital publishing Chris Early about the botched Watch Dogs PC launch and Uplay's image problem.
Console/PC, Business/Marketing, Exclusive, E3

Nintendo's new IP, Code Name S.T.E.A.M.: Strategy for a new audience 3
by Christian Nutt [06.12.14]
Nintendo's special event for a new IP turned out to be a 3DS strategy game from Intelligent Systems, the Fire Emblem developers -- with hopes of reaching players who don't like strategy.
Console/PC, Design, Business/Marketing, E3

‘Nasty, complicated’ choice design in Tales from the Borderlands  
by Kris Graft [06.11.14]
For Telltale Games and its upcoming choice-driven adventure game Tales from the Borderlands, the studio wants to convey the themes of the Borderlands universe in the decisions players make.
Console/PC, Design, E3

Kojima hopes to tackle controversial themes with AAA design 12
by Alex Wawro [06.11.14]
The Metal Gear creator takes full responsibility for the messages his games convey and promising to continue exploring controversial themes, even as he struggles with the demands of AAA development.
Console/PC, Design, Production, E3

Devolver Digital is content to keep its distance from the industry Exclusive 2
by Alex Wawro [06.11.14]
“We have no aspirations to grow, and no aspirations to ever sell this company. This is what we want to do -- we’re hanging out with our buddies, doing something really cool. It feels like a family."
Console/PC, Social/Online, Indie, Production, Business/Marketing, Exclusive, E3

Dying Light's action-oriented approach to survival horror design 1
by Kris Graft [06.11.14]
For developer Techland, designing for fear in Dying Light is less about suspenseful psychological horror, and more about an open world experience with few lulls, and frequent spikes of fear.
Console/PC, Design, E3

What did they do to you?: Our women heroes problem Exclusive 134
by Leigh Alexander [06.11.14]
Spurred by the Rise of the Tomb Raider and Infamous: Last Light E3 trailers, Leigh Alexander reflects on the trend of seeing women heroes primarily through the trauma they've endured.
Console/PC, Programming, Exclusive, E3

Too much extra work to put women assassins in Assassin's Creed Unity 101
by Mike Rose [06.11.14]
"The only logical option, the only option we had, was to cut the female avatar." - Alex Amancio, creative director at Ubisoft, explains why there are no women assassins in the new Assassin's Creed.
Console/PC, Business/Marketing, E3

Ubisoft bets big on open world in wake of Watch Dogs success 7
by Kris Graft [06.10.14]
Ubisoft CEO Yves Guillemot has a pretty good reason to direct his company toward more investment in open world games: people sure do buy them.
Console/PC, Business/Marketing, E3

Q&A: Getting inside Project Morpheus with a Sony R&D engineer 1
by Christian Nutt [06.10.14]
Sony Magic Lab engineer Anton Mikhailov, one of the engineers on the Project Morpheus headset, talks Sony's attitude toward VR, plans for the headset, and how it works with game developers.
Console/PC, Design, Production, Business/Marketing, E3

The Vita is now an 'extender' as Sony focuses on its network 7
by Alex Wawro [06.10.14]
The company is shifting gears in how it sells the PlayStation Vita, looking upon it less as a standalone game console and more as indie attractor and an accessory that extends the PlayStation Network.
Console/PC, Business/Marketing, E3

Analysis: The Nintendo bubble Exclusive 122
by Christian Nutt [06.10.14]
Nintendo is in a bubble. If it wants to stay in the hardware business it has to find a way to break out without letting its fans escape. That will be a painful transition -- if it's even possible.
Console/PC, Business/Marketing, Exclusive, E3

Chipping away at game dev barriers is an ongoing focus at PlayStation  
by Kris Graft [06.10.14]
PlayStation's Adam Boyes tells us about breaking down barriers for PlayStation developers, from the possibility of using retail PlayStation 4s as dev kits, to the "massive conversations" about paid alphas.
Console/PC, Business/Marketing, E3

E3 likely to change venue in 2016 3
by Mike Rose [06.10.14]
"E3 is a world class show that deserves a world class venue. The Los Angeles Convention Center is no longer a top-tier property." - Michael Gallagher, president of the Entertainment Software Association.
Console/PC, Business/Marketing, E3

Former Journey art director reveals his next game 1
by Mike Rose [06.10.14]
The first game from former thatgamecompany art director Matt Nava was revealed during Sony's E3 press conference last night, scheduled to arrive on PlayStation 4 in 2016.
Console/PC, Indie, Business/Marketing, Video, E3