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October 2, 2014
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October 2, 2014
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Forging a new reality: Bungie on Destiny's art direction Exclusive 11
by Christian Nutt [08.26.14]
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

Don't Miss: How 80 Days redefines the mobile text adventure Exclusive 1
by Mike Rose [08.25.14]
One mobile game single-handedly changed the way Gamasutra's Mike Rose thinks about text-based adventure games: 80 Days from Inkle Studios, a non-linear tale of Phileas Fogg's famous journey.
Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive

Why make a game a week?: Learning game development in public Exclusive 6
by Leigh Alexander [08.25.14]
Adriel Wallick has been making a game a week for some 38 weeks, and shares what she's learned in the liberating exercise -- and how a willingness to be vulnerable can help improve one's design practice.
Console/PC, Indie, Programming, Design, Exclusive, GDC Europe

Making Formula 1 accessible with Motorsport Manager Exclusive  
by Mike Rose [08.22.14]
There's a mobile game crashing through the App Store paid charts right now -- and you might be surprised to hear that it's a Formula 1 simulation game.
Smartphone/Tablet, Indie, Design, Exclusive, Video

Don't Miss: How Girls Make Games aims to shake up the industry Exclusive 9
by Leigh Alexander [08.22.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Tribe hopes to foster a new genre of games with Velvet Sundown Exclusive 5
by Alex Wawro [08.22.14]
What if an adventure game was multiplayer? Tribe Games has spent four years building a platform that can answer that question, and now its hoping to kickstart a new genre of drama games.
Console/PC, Social/Online, Design, Exclusive, Video

Monzo attempts to bring model kit construction to your mobile Exclusive 1
by Mike Rose [08.21.14]
Following gory titles like Shadowgun and Dead Trigger, Madfinger Games is now building a game about... model kits.
Smartphone/Tablet, Design, Business/Marketing, Exclusive, Video

Indies, be aggressive!: A tip from the 2014 Game Career Guide Exclusive  
by Staff [08.21.14]
In this edition, game developer (and former Game Developer magazine EIC) Brandon Sheffield of Necrosoft Games offers some advice for indies: Be aggressive!
Indie, Business/Marketing, Exclusive, annual Career Guide

How do you reinvent Call of Duty all over again? Exclusive 9
by Mike Rose [08.21.14]
With Call of Duty: Advanced Warfare, Sledgehammer Games is not only looking to reinvent the franchise -- it's also the studio's very first go at building its own Call of Duty.
Console/PC, Business/Marketing, Exclusive

Game Design Deep Dive: Ammo Collection in Wolfenstein: The New Order Exclusive 13
by Jerk Gustafsson [08.21.14]
MachineGames' Jerk Gustafsson writes about a very specific game design decision in Wolfenstein: The New Order, as part of a new Gamasutra series.
Console/PC, Design, Exclusive

Pixel Miner explores the constraints of the Pebble smartwatch Exclusive 2
by Mike Rose [08.20.14]
Admittedly, I find myself glued to a screen most weekends, playing whatever takes my fancy at the time. Last weekend, the screen was a little smaller than normal.
Smartphone/Tablet, Indie, Design, Exclusive

Download the 2014 Game Career Guide now! Exclusive 1
by Staff [08.20.14]
Looking to advance your career in the video game industry? The free annual Game Career Guide is out now, and will help industry newcomers and veterans alike.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Student/Education, annual Career Guide

Don't Miss: BlitWorks reveals how it ports games like Fez Exclusive 3
by Alex Wawro [08.20.14]
We catch up with one of the cofounders of BlitWorks, the port house responsible for the PSN versions of Spelunky, Fez and Jet Set Radio, to learn more about how the company does business.
Console/PC, Indie, Programming, Design, Production, Exclusive

How do you innovate with zombies? Dying Light searches for the answer Exclusive 3
by Mike Rose [08.20.14]
I spoke with Maciej Binkowski, lead game designer on Dying Light, about finding innovation in a genre that appears to have already been beaten to death.
Console/PC, Design, Business/Marketing, Exclusive, Video

Don't Miss: How to get your game covered by YouTubers Exclusive 11
by Mike Rose [08.19.14]
Gamasutra editor Mike Rose returned to GDC Europe this year to give a talk on the best ways to get in touch with YouTubers. Here, you'll find a written version of the talk.
Console/PC, Indie, Business/Marketing, Exclusive

Don't Miss: How Blizzard makes games like Diablo III Exclusive 19
by Christian Nutt [08.18.14]
How does Blizzard maintain its game quality? By refusing to compromise and by understanding that "core" and "casual" are not hard-and-fast distinctions, but two ends of a spectrum.
Console/PC, Design, Production, Exclusive

As Rift leads the charge, Oculus hopes competitors don't mess up VR Exclusive 13
by Mike Rose [08.18.14]
When I sat down with Nate Mitchell and Palmer Luckey at Oculus last week, it quickly became apparent that the Facebook buyout hasn't stopped these guys from speaking their minds.
Console/PC, Business/Marketing, Exclusive

Managing the expectations of 'Earliest Access' Exclusive 1
by Mike Rose [08.15.14]
Some studios have begun to strip the Early Access concept down even closer to its bones. Some call it the "pre-alpha," but Dungeons of Dredmor studio Gaslamp Games has its own name for the concept: "Earliest Access."
Console/PC, Indie, Business/Marketing, Exclusive, Video

Reboot Quest: Behind the indie-centric Sierra relaunch Exclusive 5
by Leigh Alexander [08.15.14]
We talk to Bob Loya about how a passionate kernel of game fans within Activision convinced the giant to take a chance on reviving the Sierra label -- and what the future could hold for the initiative.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Exclusive, GDC Europe

Don't Miss: Brian Fargo on the development of Wasteland 2 Exclusive  
by Alex Wawro [08.14.14]
"Itís only been 20 years Iíve been trying to get here," says the veteran developer. "It wouldnít have happened if not for crowdfunding."
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive