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October 22, 2014
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October 22, 2014
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Updates » Exclusive
Don't Miss: What devs can learn from that Night Trap Kickstarter Exclusive 20
by Alex Wawro [09.12.14]
Gamasutra speaks to the organizer of the troubled Night Trap ReVamped Kickstarter and comes away with some useful lessons for developers looking to launch their first crowdfunding campaign.
Console/PC, Business/Marketing, Exclusive

Stalled engine: The TurboGrafx-16 turns 25 Exclusive 23
by Christian Nutt [09.12.14]
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, History

Don't Miss: The dev who spent 13 years making his childhood game Exclusive 13
by Mike Rose [09.11.14]
When Adam Butcher was 14, 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, Design, Business/Marketing, Exclusive

Why Super Evil Megacorp built a proprietary mobile MOBA engine Exclusive 1
by Alex Wawro [09.11.14]
The E.V.I.L. engine was built from scratch to power a mobile MOBA, making it of interest to devs sorting out how to deliver multiplayer team-based real-time combat experiences on mobile devices.
Smartphone/Tablet, Production, Exclusive

Game Design Deep Dive: The digging mechanic in SteamWorld Dig Exclusive 2
by Olle HŚkansson [09.10.14]
Image & Form released SteamWorld Dig in August 2013. Here, the team describes the process it went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

A look back at the Dreamcast, 15 years on Exclusive 37
by Mike Rose [09.09.14]
As the Sega Dreamcast games console turns 15 years old, we look back at Douglass Perry's retrospective of the rise and fall of an iconic piece of video game history.
Console/PC, Business/Marketing, Exclusive

Don't Miss: Bungie forges a new artistic direction for Destiny Exclusive 11
by Christian Nutt [09.08.14]
Senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" as well as fun and functional.
Console/PC, Art, Production, Exclusive

Q&A: Developing games for the new Samsung Gear VR Exclusive 1
by Alex Wawro [09.08.14]
Gamasutra reached out to Gear VR developers for more information on Oculus' new Mobile SDK and what you need to know about developing for Samsung's upcoming mobile VR headset.
Smartphone/Tablet, Design, Exclusive

From wacky Surgeon Simulator to a game that teaches math Exclusive 3
by Mike Rose [09.08.14]
Surgeon Simulator creator Bossa Studios has teamed up with U.S. education organization Amplify, as it looks to create a video game that doubles as a mathematics teaching tool.
Console/PC, Design, Business/Marketing, Exclusive, Video

Losing our voices Exclusive 178
by Kris Graft [09.05.14]
The problems we've seen these past weeks are all born out of fear. And fear is often born from the potential of losing something.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Exclusive

Don't Miss: The SCUMM Diary: Stories of a seminal game engine Exclusive 12
by Staff, Mike Bevan [09.04.14]
SCUMM might "just" be a game engine -- but it's an engine that elicits emotions nearly as strong as the games that it powers. Here, SCUMM architect Aric Wilmunder shares stories from its development.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Q&A: Carmack reveals the challenges of mobile VR game development Exclusive 15
by Alex Wawro [09.04.14]
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, Production, Exclusive

The collision of collaboration, curation in Sunset Overdrive Exclusive  
by Kris Graft [09.04.14]
Insomniac Games' stylish Xbox One shooter Sunset Overdrive changed significantly between conception and realization. Game director Drew Murray explains.
Console/PC, Design, Exclusive

Game Design Deep Dive: Movement in Road Not Taken Exclusive 8
by Daniel Cook [09.03.14]
Spry Fox co-founder Daniel Cook writes about how and why they made a very specific game design decision in Road Not Taken, as part of a new Gamasutra series.
Console/PC, Indie, Art, Design, Production, Exclusive, Deep Dive

Don't Miss: Inside the PlayStation 4 with Mark Cerny Exclusive 73
by Christian Nutt [09.02.14]
Speaking to Gamasutra, PlayStation 4 lead architect Mark Cerny explains how he began the process of designing Sony's new system -- with developers' desires.
Console/PC, Social/Online, Design, Production, Business/Marketing, Exclusive

5 quick tips for eSports games, from the devs behind Lethal League Exclusive 2
by Mike Rose [09.02.14]
When Team Reptile was putting together its fighting-slash-Pong game Lethal League, the team knew that one of its main goals was to have the game picked up by the professional competitive gaming leagues.
Console/PC, Business/Marketing, Exclusive

What developers can learn from that Night Trap Kickstarter Exclusive 20
by Alex Wawro [09.02.14]
Gamasutra speaks to the organizer of the troubled Night Trap ReVamped Kickstarter and comes away with some useful lessons for developers looking to launch their first crowdfunding campaign.
Console/PC, Business/Marketing, Exclusive

Don't Miss: Let's retire the word 'gamer' Exclusive 141
by Brandon Sheffield [08.28.14]
"The word 'gamer' is regressive. It accepts the portrait of us painted by the mainstream news media, and every time I hear it or read it it actually makes me feel a little sick."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive

'Gamers' don't have to be your audience. 'Gamers' are over. Exclusive 250
by Leigh Alexander [08.28.14]
'Game culture' as we know it is kind of embarrassing -- itís not even culture. Itís buying things, spackling over memes and in-jokes repeatedly, and itís getting mad on the internet.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Business/Marketing, Exclusive

Freedom, simplicity of solo development in The Next Penelope Exclusive 1
by Mike Rose [08.28.14]
The developers behind Hell Yeah! needed the game to be a big hit if Arkedo was going to keep making games. When Hell Yeah! fell short, one of Arkedo's founders tried something new.
Console/PC, Indie, Design, Business/Marketing, Exclusive