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December 20, 2014
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December 20, 2014
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Updates » Exclusive
Q&A: Inside Papers, Please's journey through the Apple approval process Exclusive 1
by Phill Cameron [12.16.14]
After releasing Papers, Please on iOS, we talk with Lucas Pope about the process of porting, and Apple's issue with the game's nudity.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

When big games launch badly: Breaking the 'vicious cycle' Exclusive 19
by Alex Wawro [12.08.14]
A fresh look at the aspects of game development that drive so many games -- especially big-budget AAA productions -- out the door before they're ready, and what developers can do to prevent it.
Console/PC, Production, Exclusive

Don't Miss: The Witness artist reminds us to keep it simple Exclusive 8
by Alex Wawro [11.24.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Console/PC, Indie, Art, Design, Exclusive

American McGee takes casino games for a spin Exclusive  
by Mike Rose [11.24.14]
American McGee and his team at Spicy Horse has once again shifted strategy, teaming up with gambling game company Odobo to add slot games to McGee's previously Kickstarted action game Akaneiro: Demon Hunters.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Exclusive

The Blue Flamingo: The 8 meter game filmed on a dolly track Exclusive 1
by Mike Rose [11.21.14]
Shelter studio Might & Delight surprised many this week, launching a new game on Steam right out of the blue.
Console/PC, Indie, Design, Exclusive, Video

What survival game design means to the studio behind The Long Dark Exclusive 2
by Raphael van Lierop [11.21.14]
Raphael van Lierop, founder and director at Hinterland Games, discusses what survival game design means to his studio when designing The Long Dark.
Console/PC, Indie, Design, Exclusive

Where does F2P Game of Thrones fare better, Facebook or iOS? Exclusive 1
by Alex Wawro [11.18.14]
Gamasutra speaks with Disruptor Beam about the effect a popular license has had on its Game of Thrones F2P game, and how people play the game differently on Facebook, iOS...and Kongregate.
Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive

Q&A: When toy cars are infused with traditional game design Exclusive 2
by Mike Rose [11.18.14]
Earlier this year, robotics company Anki hired Joby Otero, a 23 year video game industry veteran, to help spearhead its Anki Drive project. I spoke with Otero about the design behind Anki Drive, and where he plans to take it now that he's onboard.
Console/PC, Design, Business/Marketing, Exclusive

Don't Miss: Warren Spector interviews Sid Meier about game design Exclusive 1
by Staff [11.17.14]
In this classic interview from the February 2002 issue of Game Developer magazine, one renowned game designer interviewed another to talk a bit about the creative and practical aspects of game design.
Console/PC, Design, Exclusive

Iron Galaxy's lessons learned on the path to Killer Instinct Exclusive 3
by Alex Wawro [11.17.14]
Iron Galaxy chief Dave Lang speaks to how his studio took over Killer Instinct and what he's learned in the tricky process of growing from a tech contractor to a developer of original games.
Console/PC, Production, Exclusive

Don't Miss: Designing the hit mobile game Monument Valley Exclusive 8
by Kris Graft [11.13.14]
Earlier this year, Monument Valley lead designer Ken Wong told us about designing a game that stands out from the crowd with a development team embedded inside a creative agency.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Ustwo responds to complaints about paid Monument Valley DLC Exclusive 75
by Mike Rose [11.13.14]
Ustwo's Monument Valley downloadable content Forgotten Shores launched on the App Store yesterday -- and it has garnered complaints from some players about having to pay for more levels.
Smartphone/Tablet, Business/Marketing, Exclusive

Not just another Halfbrick in the wall Exclusive  
by Mike Rose [11.12.14]
Matt Knights and Dean Loades spent the last seven and eight years respectively working for a big Australian video game studio. After nearly a decade, they've both decided to give this whole indie thing a bash.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

Looking back at XBLIG: The do-it-yourself console marketplace Exclusive 13
by Christian Nutt [11.12.14]
What happened to the Xbox Live Indie Game developers? What did they learn from working with the Xbox 360-based marketplace, and the XNA dev tool? We ask them.
Console/PC, Indie, Programming, Production, Business/Marketing, Exclusive

Studio behind Stealth Bastard tries its hand at open development Exclusive  
by Mike Rose [11.11.14]
British developer/publisher Curve Digital has got a new game in the works -- it's first "fresh" project since 2011's Stealth Bastard -- and it's already looking rather fine.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

As definition of 'curator' evolves, traditional curation still crucial for games Exclusive 5
by Kris Graft [11.11.14]
The "true" video game curators have the crucial task of preserving video games, and making them relevant to society at large.
Art, Exclusive

Nintendo's indie program: The big new interview Exclusive 16
by Christian Nutt [11.10.14]
What is Nintendo doing for indies? What does it want to see on its platforms? This comprehensive interview spells out where the company is as regards independent developers in 2014.
Console/PC, Indie, Business/Marketing, Exclusive

To the Moon creator on his wordless follow-up A Bird Story Exclusive 2
by Mike Rose [11.07.14]
To the Moon creator Kan Gao has launched a follow-up -- and while To the Moon was rather wordy, A Bird Story doesn't feature a single line of dialogue.
Console/PC, Indie, Design, Exclusive

I am Bread dev: Building games for YouTube is a bad idea Exclusive 4
by Mike Rose [11.03.14]
Earlier this month, Bossa Studios unveiled I am Bread, a game about manhandling a piece of bread in a bid to become toast.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

Consensual tentacles: Naomi Clark's provocative card game Exclusive 9
by Leigh Alexander [11.03.14]
New York-based veteran developer Naomi Clark is fundamentally a brilliant designer first, a sexual politician second. Her new game Consentacle seems familiar, until you unpack it just a little bit.
Console/PC, Indie, Design, Exclusive