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November 23, 2014
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November 23, 2014
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Updates » 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 25
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

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 25
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 Håkansson [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 168
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