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April 18, 2014
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April 18, 2014
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Updates » Exclusive
How indie dev Dejobaan juggles three games at once Exclusive 4
by Mike Rose [01.28.14]
Boston-area dev Dejobaan Games is currently working on three different games at the same time -- Drunken Robot Pornography, Drop That Beat Like an Ugly Baby, and Elegy for a Dead World.
Console/PC, Design, Business/Marketing, Exclusive

Just who is 'thecatamites' anyway? Exclusive 2
by Mike Rose [01.28.14]
Developer Stephen Murphy, aka thecatamites, had a pretty rough 2013. Now in 2014, he hopes to take his unmistakable style to newfound, commercial heights.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Road to the IGF: Brace Yourself Games' Crypt of the NecroDancer Exclusive 2
by Alex Wawro [01.27.14]
Kicking off Gamasutra's 2014 Road to the IGF series, Ryan Clark explains how "Thriller" influenced the design of NecroDancer, and why it's important to find the perfect beat you're building a rhythm game.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video, IGF

Crackdown 2 studio among devs hoping for funding via Square Enix Collective Exclusive  
by Mike Rose [01.27.14]
Crackdown 2 studio Ruffian Games is today one of three studios that has announced a new title, through which it will utilize the Square Enix Collective curated publishing platform.
Console/PC, Indie, Business/Marketing, Exclusive

Pining for the Soul Fjord: A peek under the hood of Kim Swift's next game Exclusive  
by Kris Ligman [01.27.14]
"The rhythm is the thing," says Soul Fjord composer Austin Wintory, in this insightful first look into the upcoming musical roguelike from Portal designer Kim Swift.
Console/PC, Indie, Audio, Design, Exclusive, Video

Veteran talent and a clear focus helped this mobile studio land $2.3M Exclusive  
by Mike Rose [01.23.14]
PlayRaven, a new studio focused on creating strategy games for tablets, just picked up $2.3 million in funding for its first game. We talked to the studio's CEO for more details.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

Taking on the challenges of being a mom in game development Exclusive 28
by Leigh Alexander [01.23.14]
Gamasutra's Leigh Alexander talks to game developers who also happen to be mothers, about the challenges of balancing work and life, and finding success in a male-dominated industry.
Indie, Business/Marketing, Exclusive, Recruitment

Ask Gamasutra: Time for Nintendo to make some mobile games? Exclusive 68
by Staff [01.22.14]
Over a year after the launch of the Wii U, there is no question: Nintendo's latest game console is in trouble. Is it finally time to put Mario on an iPhone?
Console/PC, Business/Marketing, Exclusive

How skateboarding game OlliOlli skipped over iOS, and onto Vita Exclusive  
by Mike Rose [01.21.14]
When Roll7 first put together the prototype for what would become hard-as-nails skateboarding game OlliOlli, it was destined for the iOS App Store -- but ended up on Vita.
Console/PC, Design, Business/Marketing, Exclusive

Emerging from a State of Decay: Undead Labs' lessons from XBLA Exclusive  
by Kris Ligman [01.21.14]
Following the success of Undead Labs' debut title, State of Decay, Gamasutra speaks with Jeff Strain about breathing new life into XBLA -- and how games continue to drive platforms.
Console/PC, Social/Online, Indie, Design, Business/Marketing, Exclusive

Learning about community and inclusiveness with Redshirt Exclusive 2
by Leigh Alexander [01.17.14]
The Tiniest Shark's Mitu Khandaker shares the philosophy behind her darkly comedic space fiction Redshirt -- both within the social networking sim-game, and in the way she hopes to treat players.
Console/PC, Indie, Programming, Design, Exclusive

Q&A: Turning a Telltale game into 'a Telltale experience' Exclusive 2
by Kris Ligman [01.17.14]
Gamasutra's Kris Ligman speaks with Telltale Games' Kevin Bruner, Ryan Kaufman and Pierre Shorette on what it takes to be the 'Pixar' of game studios.
Console/PC, Design, Production, Exclusive

Subterfuge: Designing a strategy game that takes a week to play Exclusive 3
by Alex Wawro [01.16.14]
The creators of Flower Garden and World of Goo are teaming up to develop Subterfuge, a mobile game of diplomacy and strategy that plays out in real time -- at very low speed.
Social/Online, Smartphone/Tablet, Design, Exclusive

DayZ's 1 million sales: A 'shots fired moment' for publishers Exclusive 4
by Christian Nutt [01.16.14]
Dean Hall, creative lead of DayZ, speaks to Gamasutra about his game's runaway success as a Steam Early Access alpha -- and what it means for him and for the industry.
Console/PC, Indie, Production, Business/Marketing, Exclusive

Now we own you: Another caution for crowdfunded content Exclusive 6
by Leigh Alexander [01.15.14]
Crowdfunding doesn't just change the way money is raised for games -- it also changes the terms of a game's release, writes Gamasutra's Leigh Alexander.
Console/PC, Indie, Programming, Design, Business/Marketing, Exclusive, Crowdfunding, Alternative Funding

How today's game developers come to grips with self-promotion Exclusive 17
by Leigh Alexander [01.15.14]
It's not enough to just make a great game -- to stand out and become a success, you have to promote yourself. Leigh Alexander speaks to developers who are adjusting to modern marketing realities.
Console/PC, Indie, Business/Marketing, Exclusive

At 500K downloads, Tic Tactics injects new life into classic game Exclusive 2
by Kris Ligman [01.13.14]
With 500,000 downloads in the last two months, California mobile developer Hidden Variable believes it's unlocked the secret to making tic-tac-toe crisp and sophisticated with Tic Tactics.
Social/Online, Smartphone/Tablet, Design, Exclusive

Nidhogg unleashed on the masses - but what took so long? Exclusive 3
by Mike Rose [01.13.14]
Four years later, Mark Essen has made the decision to finally release the uproarious battle-fencing game Nidhogg from its cage.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Ethical free-to-play game design (and why it matters) Exclusive 90
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive

Working with Nintendo, making a studio great for developers Exclusive 4
by Christian Nutt [01.09.14]
In this new interview with the Luigi's Mansion: Dark Moon developer, co-founder Jason Carr talks about fostering internal culture and what makes working with Nintendo special.
Console/PC, Design, Production, Business/Marketing, Exclusive