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October 21, 2014
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October 21, 2014
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Updates » Exclusive
Exploring the possibilities of the Wii U GamePad in a platformer Exclusive 1
by Mike Rose [10.07.14]
Jonathan Meyer and his small team at Actos Games were working on Apexicon, a fantasy puzzle combat game for the Nintendo Wii U, when Meyer began to really ponder the possibilities of the Wii U GamePad.
Console/PC, Indie, Design, Exclusive, Video

A Dark Room creator brings us a new puzzle with Gridland Exclusive 6
by Leigh Alexander [10.07.14]
A Dark Room creator Michael Townsend is back with another survival-oriented game sure to keep you dwelling anxiously in an open browser tab -- here, he talks twisted match-3 game Gridland.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

Don't Miss: VR game veteran Jesse Schell speaks his mind Exclusive 36
by Christian Nutt [10.03.14]
He started working with VR in 1993, and professionally in 1995. Now he's making prototypes for the Oculus Rift and teaching students how to develop in VR. What does he think of the medium's future?
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Don't Miss: Carmack reveals the challenges of mobile VR game dev Exclusive 15
by Alex Wawro [10.02.14]
Gamasutra speaks to Oculus CTO John Carmack to learn more about how Oculus' new Mobile SDK works and what it means for developers who are currently making -- or thinking about making -- VR games.
Smartphone/Tablet, Programming, Design, Exclusive

Don't Miss: Game artist tips from Rockstar's former art director Exclusive 4
by Kris Graft [10.01.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Exclusive

When a game misses its release window by four years Exclusive 2
by Mike Rose [10.01.14]
Back in the summer of 2010, I covered an intriguing music-based shooter called Substream on IndieGames.com. Four years later, Bradley's email address popped up in my inbox again, complete with a new trailer for the game.
Console/PC, Indie, Business/Marketing, Exclusive, Video

Don't Miss: The very good reasons for Bennett Foddy's mad Speed Chess Exclusive 4
by Leigh Alexander [09.29.14]
"I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
Console/PC, Indie, Design, Exclusive

The story behind Gear VR, and why Oculus wants to go mobile Exclusive 13
by Christian Nutt [09.29.14]
Oculus' partnership with Samsung for Gear VR means that mobile is a priority for the company -- and it has John Carmack on board. We sit down with Oculus VP of mobile, Max Cohen, to find out more.
Smartphone/Tablet, Business/Marketing, Exclusive, VR

Are the new Steam Discovery tools having any effect on game sales? Exclusive 26
by Mike Rose [09.26.14]
Earlier this week, Valve made one of the biggest changes to its Steam platform ever, with game recommendations based on a variety of factors, including "Steam Curators."
Console/PC, Indie, Business/Marketing, Exclusive

7 questions for Desert Golfing creator Justin Smith Exclusive 1
by Kris Graft [09.26.14]
Independent game developer Justin Smith has a knack for creating games that have a simple aesthetic, but with mechanics that make you go "hmmmm."
Indie, Design, Exclusive

The very good reasons for Bennett Foddy's mad Speed Chess Exclusive 4
by Leigh Alexander [09.25.14]
"I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
Console/PC, Indie, Design, Exclusive

Keep Talking and Nobody Explodes: A team-based Oculus Rift game Exclusive 6
by Mike Rose [09.24.14]
At the 2014 Global Game Jam, three game creators were desperately trying to come up with an idea for an Oculus Rift game, when they accidentally stumbled across a rather outlandish concept.
Console/PC, Indie, Design, Exclusive, Video

Analysis: Can 'The Curators' solve Steam's discoverability issues? Exclusive 40
by Mike Rose [09.23.14]
Everyone has an opinion on how to "fix" Steam. This week, Valve launched Steam Discovery, whereby you now you put your wallet into the hands of "The Curators."
Console/PC, Indie, Business/Marketing, Exclusive

Q&A: Making music with former Bungie composer Marty O'Donnell Exclusive 1
by Alex Wawro [09.23.14]
Gamasutra speaks with former Bungie composer Marty O'Donnell to learn more about how he works, and to shed some light on how audio production on a AAA production like Destiny works.
Console/PC, Audio, Exclusive

Don't Miss: Stalled engine - The TurboGrafx-16 turns 25 Exclusive 23
by Christian Nutt [09.22.14]
25 years ago, NEC released the video game system that fell first in the 16-bit console wars -- but what an interesting failure it was. The history of the TurboGrafx-16 as told by those who were there.
Console/PC, Business/Marketing, Exclusive

After 20 years working with VR, Jesse Schell speaks his mind Exclusive 36
by Christian Nutt [09.22.14]
He started working with VR in 1993, and professionally in 1995. Now he's making prototypes for the Oculus Rift and teaching students how to develop in VR. What does he think of the medium's future?
Console/PC, Indie, Design, Business/Marketing, Exclusive, VR

Tips for game artists, from Rockstar's former art director Exclusive 4
by Kris Graft [09.19.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Exclusive

Game Design Deep Dive: Finding the beat in Crypt of the NecroDancer Exclusive 8
by Ryan Clark [09.17.14]
Brace Yourself Games launched its rhythm-based roguelike Crypt of the NecroDancer earlier this year. Here, creator Ryan Clark explains how he stumbled upon -- and carefully tweaked -- the game's signature beat mechanic.
Console/PC, Indie, Audio, Design, Exclusive, Deep Dive

Swedish studio Image & Form thinks big with SteamWorld Heist Exclusive 5
by Mike Rose [09.16.14]
Back in April, I was feeling lucky. I emailed Brjann Sigurgeirsson at SteamWorld Dig studio Image & Form, with the subject line "Fishing for info." This particular line caught a bit one.
Console/PC, Business/Marketing, Exclusive, Video

Understanding what Minecraft really means to Microsoft Exclusive 27
by Kris Graft [09.15.14]
Microsoft's Mojang acquisition isn't just about owning digital LEGO, or laying claim to a cultural phenomenon -- it's about buying a whole lot of engaged users.
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive