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April 23, 2014
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Updates » Exclusive
Designing better controls for the touchscreen experience Exclusive 10
by Leigh Alexander [11.21.13]
Best practices for touchscreen design are finally maturing, and uniquely-touchable game experiences have shown the ability to excite and surprise players.
Smartphone/Tablet, Exclusive, Mobile Games

Game developers reflect on a changed console landscape Exclusive 4
by Christian Nutt [11.21.13]
How games are made, how they're purchased, and even in some cases, the definition of games has changed dramatically over the course of the past console generation.
Console/PC, Design, Production, Exclusive

4 approaches to making companion apps for video games Exclusive  
by Mike Rose [11.20.13]
Companion apps aren't exactly a new phenomenon in video games, but they're certainly becoming more and more popular these days.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Exclusive, Mobile Games

The new gen's most important question: Who cares? Exclusive 83
by Leigh Alexander [11.20.13]
As we enter yet another hardware cycle, plenty of things feel familiar, but it's a changed world. We'll see whether consoles are still viable -- for now, the better question is: who still cares about them?
Console/PC, Programming, Design, Production, Business/Marketing, Exclusive

How indies made an impact on a generation of game consoles Exclusive 5
by Mike Rose [11.19.13]
Gamasutra's Mike Rose looks back on the previous console generation with a focus on the rise of the indie developer.
Console/PC, Indie, Exclusive

Making your game stand out in brutally-competitive mobile app stores Exclusive 15
by Kris Graft [11.19.13]
If there was ever an entity that once and for all disproved the old notion of "if it's a good game, it'll sell," it's the mobile app store.
Smartphone/Tablet, Business/Marketing, Exclusive, Mobile Games

A look back at video game sales across a console generation Exclusive 11
by Matt Matthews [11.18.13]
Gamasutra analyst Matt Matthews draws from his years of tracking video game sales to take stock of everything he's observed over the past generation of consoles.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive

In narrative games, self-expression doesn't mean 'empowerment' Exclusive 5
by Leigh Alexander [11.18.13]
In a narrative-focused session, Jake Rodkin and Sean Vanaman talk about their approach to choice as player self-expression -- and how that doesn't necessarily equate to making players feel "powerful".
Console/PC, Design, Exclusive

What if you can't take it back? Risk Legacy and permanence Exclusive 4
by Leigh Alexander [11.16.13]
Risk Legacy's Rob Daviau talks about the perks and challenges of designing for permanence, and how he made a classic board game design better by letting players write on, tear and alter it.
Console/PC, Design, 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