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April 18, 2014
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April 18, 2014
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Updates » Exclusive
Three perspectives on strategy game design Exclusive 4
by Leigh Alexander [11.16.13]
Three different experts -- Soren Johnson, Brad Muir and Keith Burgun -- share perspectives on strategy game design, from transparency to decision-making and building player investment and attachment.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

Spector: Go emergent - game design is not all about you Exclusive 37
by Leigh Alexander [11.16.13]
At NYU's PRACTICE game design conference, Warren Spector talked about how player-driven, emergent game design is preferable to other modes of approach, and explained why it's worth the tech challenges and risk.
Console/PC, Programming, Design, Production, Exclusive

How the fall of Rockstar Vienna led to an indie uprising Exclusive 4
by Mike Rose [11.15.13]
Jogi Neufeld is one of the pioneers of the video games industry in Vienna, working alongside the city's creative industries to help keep the region's indie community spirit alive.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Video interview: The long road to Desktop Dungeons Exclusive 1
by Mike Rose [11.14.13]
Mike Rose talks to Danny Day of QCF Design, just days after the release of the long-awaited Desktop Dungeons, on taking the game from its 2010 prototype to the full version.
Console/PC, Indie, Production, Exclusive

Octodad's fight for fun over frustration Exclusive  
by Mike Rose [11.13.13]
"People perceive the game as difficult, or as frustrating, which I don't really like. I like to think of it as being very different than what you're used to." - Phil Tibitoski, of Octodad developer Young Horses.
Console/PC, Indie, Business/Marketing, Exclusive

When the launch party's over, what's in store for PlayStation 4? Exclusive 14
by Christian Nutt [11.13.13]
Gamasutra evaluates the PlayStation 4 on the eve of its launch, speaking to developers and considering what the system has to offer. Christian Nutt weighs its potential for success.
Console/PC, Business/Marketing, Exclusive

Sony's Yoshida outlines the PlayStation 4 software strategy Exclusive 8
by Christian Nutt [11.12.13]
Gamasutra interviews the head of Sony's Worldwide Studios, Shuhei Yoshida, to find out how his thinking governs the company's studios and how it hopes to entice gamers to keep buying consoles.
Console/PC, Indie, Business/Marketing, Exclusive

Simogo reinvents itself yet again with weird, wild Device 6 Exclusive 2
by Leigh Alexander [11.11.13]
Two Simogo titles illuminated new possibilities for iOS games in the same year -- with only two people on the core team. Simon Flesser discusses Device 6, the studio's latest weird, wonderful experiment.
Smartphone/Tablet, Indie, Art, Design, Production, Exclusive, Mobile Games

Breaking the 'Curse of the Multiplayer Indie Game' with Speedrunners Exclusive 2
by Mike Rose [11.08.13]
How can you break the "Curse of the Multiplayer Indie Game"? This is the question that numerous studios with a focus on online multiplayer-only titles no doubt ask themselves, and the solution isn't exactly simple.
Console/PC, Indie, Design, Exclusive

Myst creators rejoin indie environmental games with Obduction Exclusive 7
by Leigh Alexander [11.07.13]
Myst co-creator Rand Miller talks about Cyan's new environmental game, Obduction, and the revival of first-person exploration and puzzle-solving 20 years after the singular game.
Console/PC, Indie, Art, Design, Production, Exclusive

Revisiting Greenlight Exclusive 17
by Mike Rose [11.05.13]
Gamasutra talked to a variety of developers -- some with games on Greenlight, others whose games have been through the Greenlight process -- to get their thoughts on where Greenlight is now.
Console/PC, Indie, Business/Marketing, Exclusive

GDC Next 10: SWERY on the new Kinect and D4's inspiration Exclusive  
by Patrick Miller [11.04.13]
In advance of D4 creator Hidetaka "SWERY" Suehiro's GDC Next 10 talk this week, GDC briefly chatted with about D4's creative inspiration, and working with the new Kinect.
Console/PC, Design, Exclusive, GDC Next

With the luster of social games gone, what now? Exclusive 47
by Leigh Alexander [11.04.13]
Social network games were supposed to be the Next Big Thing. Now that reality has sunk in, game designers who were once proponents of social games acknowledge that the space may never live up to its potential.
Social/Online, Design, Business/Marketing, Exclusive

How Typing of the Dead: Overkill survived its studio's apocalypse Exclusive 13
by Kris Ligman [11.01.13]
Facing a closing studio and a four-month deadline, the team behind Typing of the Dead: Overkill could have collapsed. Instead, it brought one of Sega's most beloved cult classics back to life.
Console/PC, Production, Business/Marketing, Exclusive

Peering into the future of augmented reality games Exclusive 8
by Christian Nutt [11.01.13]
Google Glass, CastAR, and Meta -- three different wearable devices that augment and enhance reality. These devices open up new potential for games. We speak to their creators to find out how.
Social/Online, Smartphone/Tablet, Design, Business/Marketing, Exclusive, VR, Advanced Input and Output

GDC Next 10: Designing Project Spark to make game-building fun and easy Exclusive 2
by Patrick Miller [10.31.13]
Microsoft Studios's Soren Hannibal spoke to GDC about the inspiration and challenges behind making a free-to-play game-making-game for his upcoming GDC Next 10 talk.
Console/PC, Design, Business/Marketing, Exclusive, GDC Next

Biofeedback and video games: What does the future have in store? Exclusive 2
by Mike Rose [10.31.13]
Is implementing biofeedback in your games a viable option? As part of Gamasutra's Advanced I/O Week, we spoke with notable people in the field of biofeedback to get their take on whether it's a space worth exploring.
Design, Exclusive, VR, Advanced Input and Output

Q&A: Google Glass and the future of geo-location game Ingress Exclusive  
by Christian Nutt [10.31.13]
Google's Brandon Badger tells us plans for the company's geo-location game Ingress, and how it may tie in with the company's Google Glass wearable technology.
Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive, Advanced Input and Output

Video: Cutthroat Capitalism educates without manipulation Exclusive 2
by GDC Vault [10.30.13]
Wired's Shannon Perkins discusses how his game Cutthroat Capitalism managed to educate its players without being manipulative in a free video courtesy of the GDC Vault.
Console/PC, Design, Exclusive, Video, GDC

GDC Next 10: Toejam & Earl creator on making a 'sweet, simple, genuine' game Exclusive  
by Patrick Miller [10.30.13]
"You don't need great complexity to touch people." GDC spoke with HumaNature Studios founder Greg Johnson about the inspiration behind Doki-Doki Universe for his upcoming GDC Next 10 talk.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive, GDC Next