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August 2, 2014
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August 2, 2014
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Updates » Exclusive
Panoramical asks: Why can't music software be a game? Exclusive 4
by Mike Rose [07.01.14]
For David Kanaga, the composer behind games like Proteus, DYAD, and the upcoming Panoramical, some of his favorite games aren't games at all.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive, Video

Don't Miss: Telling human stories of the Great War with Valiant Hearts Exclusive 14
by Alex Wawro [06.30.14]
Two lead developers on Ubisoft Montpellier's Valiant Hearts explain why they made a cartoonish adventure game inspired by soldier's letters and other somber artifacts of the First World War.
Console/PC, Production, Exclusive

Perfect World wants your next F2P game on its new Arc platform Exclusive 1
by Alex Wawro [06.27.14]
As more big players enter the free-to-play market, Perfect World launches a Steam-like F2P games platform in order to keep its players from straying. Now it needs fresh content to feed the machine.
Console/PC, Social/Online, Production, Business/Marketing, Exclusive

Designing a real-life Escape the Room experience Exclusive 6
by Mike Rose [06.27.14]
The chances are that you've tried your hand at an Escape the Room video game challenges before. You may not have experienced one of the many real life Escape the Room games that have been popping up around the world.
Indie, Design, Business/Marketing, Exclusive

Press vs. YouTuber: Ryan Letourneau talks video, Metacritic, ethics Exclusive 3
by Mike Rose [06.27.14]
Gamasutra's Mike Rose sits down with YouTuber Ryan Letourneau to discuss where the scene is headed, how it compares to the traditional press, and where YouTubers should stand on topics like ethics.
Console/PC, Indie, Business/Marketing, Exclusive, YouTube

Respawn's new COO on the future of triple-A and publisher relations Exclusive  
by Christian Nutt [06.26.14]
Gamasutra speaks with new Respawn Entertainment COO Dusty Welch about the future of the triple-A space and why having an incredibly close relationship with EA is an essential advantage.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing, Exclusive

Don't Miss: Meet the developer who spent 13 years making his childhood game Exclusive 10
by Mike Rose [06.25.14]
When Adam Butcher was 14 years old, he had a vision for a video game that he wanted to make. It was a little bulky in scope, sure, but it was the game he wanted to play, and he had the tools to make it.
Console/PC, Indie, Business/Marketing, Exclusive

Let's revisit Final Fantasy X! Anyone? Exclusive 59
by Leigh Alexander [06.25.14]
Games remember who we were when we played them. Leigh Alexander revisits Final Fantasy X -- and puzzles over the lost heyday of big Japanese roleplaying games.
Console/PC, Art, Design, Exclusive

Ushering in the new era of Sonic the Hedgehog Exclusive 17
by Christian Nutt [06.25.14]
Gamasutra speaks to Sega of America producer Stephen Frost about Sonic Boom and Sega's new, centralized management of the IP -- and what it means for the beloved franchise.
Console/PC, Production, Business/Marketing, Exclusive

Building a game around AR: The story of Outsiders Exclusive  
by Mike Rose [06.24.14]
Despite repeated attempts at making augmented reality video games part of the mainstream, the genre refuses to take off. Now one studio is looking to take it to a whole new level.
Smartphone/Tablet, Business/Marketing, Exclusive, Video

Don't Miss: Is YouTube killing the traditional games press? Exclusive 56
by Mike Rose [06.24.14]
There's been a notable shift in the video game industry that many traditional game critics would rather turn a blind eye to than investigate.
Console/PC, Indie, Business/Marketing, Exclusive

Q&A: Telling human stories of the Great War with Valiant Hearts Exclusive 14
by Alex Wawro [06.24.14]
Two lead developers on Ubisoft Montpellier's Valiant Hearts explain why they made a cartoonish adventure game inspired by soldier's letters and other somber artifacts of the First World War.
Console/PC, Design, Production, Exclusive, Video

Quadrilateral Cowboy: Good old-fashioned digital bliss Exclusive 1
by Leigh Alexander [06.23.14]
We talk to Blendo Games' Brendon Chung about Quadrilateral Cowboy, his love letter to a 1980s style vision of hacking complete with chunky old tech and staticky, tactile virtual space.
Console/PC, Indie, Programming, Art, Design, Exclusive

'How has the rise of YouTubers affected how you make games?' Exclusive 5
by Staff [06.20.14]
There's been a lot of talk about how the proliferation of game-focused YouTube channels changes how we discuss games, but there's more to learn about how this is affecting game development itself.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing, Exclusive, YouTube

Meet the developer who spent 13 years making his childhood game Exclusive 10
by Mike Rose [06.19.14]
When Adam Butcher was 14 years old, he had a vision for a video game that he wanted to make. It was a little bulky in scope, sure, but it was the game he wanted to play, and he had the tools to make it.
Console/PC, Indie, Business/Marketing, Exclusive, Video

Q&A: Tale of Tales tells its first original story with Sunset Exclusive 5
by Alex Wawro [06.19.14]
This first-person exploration game set in '70s-era Latin America is one of the larger games Tale of Tales has ever worked on, with collaborators like Austin Wintory and an anonymous writer.
Console/PC, Indie, Design, Production, Exclusive, Video

Don't Miss: The Witness: Modeling epiphany Exclusive 28
by Leigh Alexander [06.18.14]
Leigh Alexander catches up with Jon Blow about The Witness, and asks the enigmatic designer some questions she has always been afraid to ask him.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Is YouTube killing the traditional games press? Exclusive 57
by Mike Rose [06.18.14]
There's been a notable shift in the video game industry that many traditional game critics would rather turn a blind eye to than investigate.
Console/PC, Indie, Business/Marketing, Exclusive, YouTube

Spec Ops: The Line studio goes free-to-play with Dreadnought Exclusive 7
by Mike Rose [06.16.14]
Spec Ops: The Line studio Yager has been rather busy. While its big announcement at E3 was obviously Dead Island 2, the company's other E3 reveal was arguably as interesting, if not more so.
Console/PC, Business/Marketing, Exclusive, Video

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