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April 19, 2015
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Updates » Exclusive
Why having 'something to lose' helps you create better games Exclusive 16
by Leigh Alexander [02.10.15]
At a recent festival in Belgium, Adriaan de Jongh talked about the recent closure of his studio -- and how a stable, comfortable environment for dev teams may actually inhibit risky, experimental work.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Exclusive

Road to the IGF: Simogo's The Sailor's Dream Exclusive  
by Leigh Alexander [02.10.15]
It's Simogo's fourth year in the IGF awards, and this time we talk to the company's Simon Flesser about lonesome maritime mystery -- and Excellence in Audio nominee -- The Sailor's Dream.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive, IGF

Taking the VR plunge? Some tips from a multiplatform VR dev Exclusive 3
by Alex Wawro [02.09.15]
Gamasutra chats up the CEO of nDreams, the once-major PlayStation Home studio now embracing multi-platform VR development, for advice on what game devs should watch out for when taking the VR plunge.
Console/PC, Design, Exclusive

Q&A: What the Cut the Rope makers learned from plunging into F2P Exclusive  
by Alex Wawro [02.06.15]
Zeptolabs CEO Misha Lyalin sheds some light on how the studio's upcoming F2P Castle Doctrine-esque was made and what other game developers can learn from the experience.
Smartphone/Tablet, Business/Marketing, Exclusive

How Shinra's streaming tech works, and what it means for game devs Exclusive 2
by Alex Wawro [02.05.15]
Shinra's Colin Williamson seeks to shine some light on how the company's remote rendering technology works and why game developers should care about this new spin on the game streaming service.
Console/PC, Business/Marketing, Exclusive

Road to the IGF: Joshua DeBonis and Nikita Mikros' Killer Queen Exclusive  
by Alex Wawro [02.05.15]
Joshua DeBonis and Nikita Mikros, co-creators of the IGF award-nominated Killer Queen, explain why they're fascinated by local multiplayer game design and what other devs can learn from their work.
Console/PC, Design, Production, Exclusive, IGF

Don't Miss: 5 tips for making great animations for 2D games Exclusive 33
by Eric Caolli [02.05.15]
Want to create eye-catching sprites for your 2D game? In this classic feature, two talented animators who've worked on some remarkably vibrant 2D games offer five tips for stepping up your sprites.
Console/PC, Indie, Art, Exclusive

Road to the IGF: [Bracket]Games' Three Fourths Home Exclusive  
by Alex Wawro [02.04.15]
As part of our ongoing series of Road to the IGF interviews with nominees we chat with designer Zach Sanford about where Three Fourths Home comes from and the appeal of games as a storytelling medium.
Indie, Design, Production, Exclusive, Video, IGF

Don't Miss: The crowdsourcing crash course of #IDARB Exclusive 3
by Kris Graft [02.03.15]
#IDARB wasn't supposed to be much of a game at all. But thanks to input from all over the internet, the eight-player sports game has become something even bigger than its developer.
Console/PC, Social/Online, Indie, Design, Exclusive

Road to the IGF: Nina Freeman's how do you Do It? Exclusive  
by Phill Cameron [02.03.15]
We talk to the team behind how do you Do It?, a game that tackles the perspective of a young girl determined to figure out exactly what sex is.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive, IGF

The art of the tutorial: When to hold a player's hand, when to let it go Exclusive 14
by Alex Wawro [02.03.15]
Experienced devs from across the industry share their perspective on the best way to make people feel comfortable the first time they play your game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Opinion: Why Alibaba's investment in Ouya makes a lot of sense Exclusive 1
by Brandon Sheffield [02.02.15]
Ouya has supposedly received an injection of $10 million in funding from Alibaba, and the internet cried "why!?" Here's why an investment in Ouya would make a lot of sense for the Chinese SmartTV market.
Console/PC, Indie, Business/Marketing, Exclusive, Microconsole, Digital Publishing

Road to the IGF: Kevin Regamey's Phonopath Exclusive 1
by Alex Wawro [01.30.15]
As part of our ongoing Road to the IGF interview series with nominees, Power Up Audio co-founder Kevin Regamey explains how he built the award-nominated audio puzzle game Phonopath and why.
Indie, Audio, Design, Production, Exclusive, Video, IGF

How Crossy Road made $1 million from video ads Exclusive 4
by Alex Wawro [01.29.15]
After topping a million downloads and $1M in ad revenue in its first month of release, Crossy Road co-creator Andrew Sum breaks down the award-winning mobile game's unobtrusive monetization design.
Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Road to the IGF: Justin Smith's Desert Golfing Exclusive  
by Leigh Alexander [01.29.15]
Continuing our Road to the IGF series of interviews with nominees, we speak to Desert Golfing creator Justin Smith about his Nuovo Award-nominated surprise hit, an infinite and improbable existential cruise.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, IGF

Growing a studio in a sustainable way - Q&A with CD Projekt Red Exclusive 2
by Alex Wawro [01.27.15]
Studio co-founder Marcin Iwiński and business development SVP Michal Nowakowski talk about what they've learned in growing CD Projekt Red from a one-game studio to an international powerhouse.
Console/PC, Business/Marketing, Exclusive

Road to the IGF: Alex Beachum's Outer Wilds Exclusive  
by Phill Cameron [01.27.15]
Creative Director Alex Beachum and Producer Sarah Scialli explain the process of taking a USC Masters Thesis project and turning it into one of the most unique games of the year.
Console/PC, Indie, Design, Exclusive

Why an Apple-featured indie dev abandoned iOS in favor of PC Exclusive  
by Alex Wawro [01.19.15]
"I finally gave up on iOS after I got a 'Best New Games' feature and saw how little revenue that actually brought in. The risk/reward profile was just terrible."
Indie, Business/Marketing, Exclusive

Don't Miss: Learning level design from The Legend of Zelda Exclusive 64
by Mike Stout [01.14.15]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design, Exclusive

Don't Miss: Game art tips from Rockstar's former art director Exclusive 4
by Kris Graft [01.13.15]
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, Art, Exclusive