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August 22, 2014
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August 22, 2014
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Updates » 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

More games have released on Steam so far in 2014 than all of last year Exclusive 7
by Mike Rose [05.15.14]
There have now been more games released on Steam in the first 20 weeks of 2014 alone, than during the entirety of 2013, spelling out the real need for indie developers to properly market their games.
Console/PC, Indie, Business/Marketing, Exclusive

How the surge of Steam releases will affect game developers Exclusive 39
by Mike Rose [05.15.14]
If you've noticed a sudden influx of new titles launched on Steam recently and wondered whether there was some sort of surge happening, you wouldn't be wrong.
Console/PC, Indie, Business/Marketing, Exclusive

Road Not Taken a personal game, created pragmatically Exclusive 16
by Alex Wawro [05.14.14]
Studio co-founder Dan Cook opens up to Gamasutra about the development and personal inspiration behind Spry Fox's upcoming roguelike puzzler Road Not Taken, as well as why it's coming to PSN.
Console/PC, Indie, Design, Production, Exclusive, Video

Project CARS, and the benefit of crowdfunding without Kickstarter Exclusive  
by Mike Rose [05.13.14]
Slightly Mad Studios is finally gearing up for the release of Project CARS, three years after the original launch of its crowdfunding platform -- an approach that appeared rather extraordinary in the pre-Kickstarter boom.
Console/PC, Design, Business/Marketing, Exclusive, Video

Treachery in Beatdown City: New York through the eyes of Shawn Allen Exclusive  
by Leigh Alexander [05.13.14]
We talk to Shawn Alexander Allen about Treachery In Beatdown City, his just-funded tactical brawler -- and the spirit of art, hope, diversity and class war he's tried to reflect within it.
Console/PC, Indie, Programming, Art, Design, Exclusive

Kerbal Space Program's next big dev challenge: Adding multiplayer Exclusive 1
by Mike Rose [05.12.14]
Three years later, Kerbal Space Program is gearing up to release version 0.24, complete with a new contracts mechanic, a new mission control system, new tutorials, and the first steps towards multiplayer.
Console/PC, Indie, Design, Business/Marketing, Exclusive

The ups and downs of doing online multiplayer as an indie Exclusive 11
by Mike Rose [05.12.14]
Including online multiplayer is a difficult task, particularly for small teams. We speak to indies who've been in the trenches to get their take.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Remixes and solitude - The future of Captain Forever Exclusive 1
by Mike Rose [05.09.14]
When Farbs first released Captain Forever back in 2009, it was the start of a long and winding phase of experimentation. In 2014, we'll be seeing more results of that experimentation.
Console/PC, Indie, Business/Marketing, Exclusive

Combat game development: The fight to finish Galak-Z Exclusive 7
by Alex Wawro [05.09.14]
17-Bit CEO Jake Kazdal speaks to Gamasutra about the development of Galak-Z and why 17-Bit decided to switch gears and embrace procedural generation, throwing out months of work in the process.
Console/PC, Indie, Design, Production, Exclusive, Video

Four ways to design for horror, from Amnesia dev Frictional Games Exclusive 4
by Kris Graft [05.08.14]
Frictional Games creative director Thomas Grip seems like a pretty affable guy. But the games he makes scare the living crap out of people.
Console/PC, Indie, Design, Exclusive, Video

Twitch Plays Everything: Designing for a new frontier Exclusive 3
by Leigh Alexander [05.07.14]
Twitch Plays Pokemon demonstrated a massive potential audience for games that can be streamed with group participation -- now developers are designing for input from big groups of stream-watchers.
Console/PC, Social/Online, Programming, Design, Exclusive

Chariot started as some stick figures, ended up on PS4 Exclusive  
by Mike Rose [05.06.14]
When the team at Quebec-based Frima Studio first put together the stick-figure demo that would later become Chariot, there were smiles all round.
Console/PC, Indie, Design, Exclusive, Video

Friends forever: The story of Sportsfriends Exclusive 1
by Mike Rose [05.05.14]
Douglas Wilson and Bennett Foddy talk us through how Sportsfriends came about, from the troubles of publishing J.S. Joust on its own, to finding the perfect four games for the package.
Console/PC, Indie, Design, Business/Marketing, Exclusive

How Supergiant hopes to avoid the sophomore slump with Transistor Exclusive 2
by Alex Wawro [05.02.14]
Gamasutra sits down with Supergiant Games' creative director Greg Kasavin to learn more about the development of Transistor and what it feels like to release the follow-up to Bastion.
Console/PC, Indie, Design, Production, Exclusive

'Where to go with this?': The crowdsourcing crash course of #IDARB Exclusive 4
by Kris Graft [04.29.14]
#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

You and me become we: Dancing with Bounden Exclusive 3
by Leigh Alexander [04.28.14]
Adriaan de Jongh talks co-op mobile dance game Bounden, and how Game Oven's work aims to negotiate the often-awkward, sometimes divine spaces between people using just a smartphone as a touchstone.
Console/PC, Smartphone/Tablet, Programming, Art, Design, Exclusive, Video

For Square Enix, designing Hitman as a 'board game' just made sense Exclusive 3
by Alex Wawro [04.28.14]
Making the next game in the Hitman franchise a tilt-shifted, turn-based puzzle game for mobile was risky enough -- the fact that it's Square Enix Montreal's first project just ups the stakes.
Smartphone/Tablet, Art, Design, Production, Exclusive, Video