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July 29, 2014
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July 29, 2014
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Updates » Exclusive
Fine young cannibals: Developing Early Access hit, The Forest Exclusive 6
by Kris Graft [06.09.14]
Last week, almost out of nowhere, a new survival contender showed up: The Forest from Endnight Games.
Console/PC, Design, Exclusive

The Witness: Modeling epiphany Exclusive 28
by Leigh Alexander [06.06.14]
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, Programming, Art, Design, Exclusive

Being B.J. Blazkowicz: Storytelling in Wolfenstein: The New Order Exclusive 17
by Kris Graft [06.05.14]
Jens Matthies, creative director on Machine Games' Wolfenstein: The New Order, is all about aligning player and protagonist motivations when telling a story in a video game.
Console/PC, Design, Exclusive

Suffering from realness: A tale of two Kanye West games Exclusive 13
by Leigh Alexander [06.03.14]
Leigh Alexander looks at two very different Kanye West video games, and how each approaches his music: Is there room for something to exist on the spectrum between cynicism and humor?
Console/PC, Social/Online, Indie, Programming, Art, Design, Exclusive

Shipping your first game while you're still in school: A Story About My Uncle Exclusive 3
by Alex Wawro [06.03.14]
These Swedish game design students founded a company and cut a deal with Coffee Stain Studios to publish their first game, Story About My Uncle, to positive buzz a week before graduation.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive, Video

As paid games are crowded out on mobile, one dev heads back to PC Exclusive 2
by Mike Rose [05.30.14]
"The paid market on mobile is shrinking. EPOCH and EPOCH 2 have been very successful on iOS, but the rate at which the paid market is shrinking means we have to look for other revenue streams."
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive, Video

The Blue Shell and its Discontents Exclusive 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.
Design, Exclusive

Heavy Bullets is modern day indie game development dressed in 90s neon Exclusive 1
by Kris Graft [05.28.14]
Terri Vellmanns Heavy Bullets is reminiscent of an older-school of video games. But the way its being made has the markings of the new school of indie game development.
Console/PC, Indie, Design, Exclusive, Video

How a single game trailer turned the tide for Factorio Exclusive 2
by Mike Rose [05.27.14]
Never underestimate the power of a great video game trailer. The team behind crafting game Factorio know this all too well, given how a single video changed their fortunes so dramatically.
Console/PC, Indie, Design, Exclusive, Video

Sir, You Are Being Hunted, and the advantages of procedural generation Exclusive 4
by Alex Wawro [05.27.14]
Big Robot's Jim Rossignol expounds upon how Sir, You Are Being Hunted's procedural generation systems work and the trials and triumphs of developing a Kickstarted game in public.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs Exclusive 21
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Finding comfort in a pet project: The Bushido Blade-inspired Kyoto Wild Exclusive 4
by Alex Wawro [05.22.14]
Indie developer Teddy Diefenbach's comfort project while he works on Hyper Light Drifter is a four-player brawler inspired by games like Power Stone, Bushido Blade and Earthbound.
Console/PC, Indie, Art, Design, Production, Exclusive

Inside Adult Swim and Cartoon Network's PC indie push Exclusive 2
by Mike Rose [05.22.14]
Cartoon Network and Adult Swim already share a channel, so it makes sense that their video game exploits are criss-crossing and learning from one-another too.
Console/PC, Indie, Business/Marketing, Exclusive

For Rebellion, more freedom means shifting away from work-for-hire Exclusive 1
by Mike Rose [05.21.14]
British studio Rebellion has been taking on all kinds of game development work for years now. But as the game industry changed, the company had to evolve as well.
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive

'Roguelikes': Getting to the heart of the it-genre Exclusive 18
by Christian Nutt [05.21.14]
What makes roguelikes so appealing to both developers and players? Gamasutra speaks to developers like Daniel Cook (Road Not Taken) and Kevin Forbes (Don't Starve) to find out.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

4 vs. 1: Designing for co-op, designing for competition in Evolve Exclusive 1
by Kris Graft [05.20.14]
Four versus one doesnt sound like a fair fight at all. But for Chris Ashton, evening the odds of a four-on-one fight is one of his main focuses with the upcoming online shooter, Evolve.
Console/PC, Design, Exclusive

Amid a struggling Kickstarter, Harmonix reflects on Amplitude Exclusive 11
by Leigh Alexander [05.19.14]
As the clock ticks away on the crowdfunding campaign to bring Amplitude to a new generation, Harmonix tells us what makes the game so special to the studio as a whole.
Console/PC, Social/Online, Indie, Programming, Design, Exclusive

New Steam games vie for visibility against older back catalog games Exclusive 16
by Mike Rose [05.16.14]
Following our in-depth report into the influx of Steam releases over the past several months, today we take a snapshot of the sorts of games you'll be competing with if you release a game on Steam in 2014.
Console/PC, Indie, Business/Marketing, Exclusive

Guilt, conflict and loathing: On being a 'passionate gamer' Exclusive 22
by Leigh Alexander [05.15.14]
"Passion" is a loaded term, specifically when it comes to playing and making games. Leigh Alexander explores the idea of being "passionate," and the baggage that comes with it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Exclusive

'Come to mobile after you've had success elsewhere' Exclusive 1
by Mike Rose [05.15.14]
Mike Bithell made his first leap onto mobile, with an iPad port of Thomas Was Alone facilitated by the team as Bossa Studios. At what point did Bithell decide that a mobile version might be a good idea after all?
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive, Video