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April 23, 2014
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April 23, 2014
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Updates » 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

Art and tech come full-circle in Sentris Exclusive 1
by Leigh Alexander [01.08.14]
Samantha Kalman is working on Sentris, a unique music game whose funding campaign attracted significant talent -- here, she shares her cross-disciplinary approach to music, art and technology.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Crowdfunding

Ask Gamasutra: What can the game industry expect in 2014? Exclusive 12
by Staff [01.06.14]
For 2014's first Ask Gamasutra, our staff tackles the question: What are your game industry predictions for 2014?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Gathering Steam: Valve's service doubles every three years Exclusive 10
by Matt Matthews [01.02.14]
Valve's Steam, now in its second decade, has grown at a rate of 25 percent every year. It has already surpassed the size of Xbox Live, and will likely surpass Sony's service population by 2016.
Console/PC, Business/Marketing, Exclusive

Q&A: How iDreamsky brings a Western game to China Exclusive 2
by Alex Wawro [12.31.13]
Chinese companies like iDreamsky are partnering with Western devs to localize their games for China's booming mobile market. We talked to iDreamsky's Jeff Lyndon about how the process works.
Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive, China

Banished's 'build what you want, when you want it' game design Exclusive 7
by Mike Rose [12.30.13]
Game industry veteran Luke Hodorowicz had a vision. He'd played a whole bunch of city-building games over the years, but nothing had really managed to scratch the itch properly.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Q&A: Former Wipeout developers at Firesprite look to what's next Exclusive  
by Alex Wawro [12.30.13]
Sony shut down development house Studio Liverpool back in August 2012. Four of the former staffers went on to form Firesprite, a studio involved in helping Sony Japan bring The Playroom to PlayStation 4.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Best of 2013: Inside the PlayStation 4 with Mark Cerny Exclusive 74
by Christian Nutt [12.27.13]
In one of our most fascinating articles of the year, Gamasutra spoke to PlayStation 4 lead architect Mark Cerny about the design process and capabilities of Sony's console.
Console/PC, Programming, Business/Marketing, Exclusive

Best of 2013: Clash of Clans' 5 keys to success Exclusive 11
by Mike Rose [12.27.13]
Supercell had a big year. In January 2013, we talked to Clash of Clans product lead Lasse Louhento about what makes the mobile strategy game so popular.
Smartphone/Tablet, Design, Exclusive

After a big Kickstarter, VR 'treadmill' turned to reality TV for funds Exclusive 5
by Kris Ligman [12.23.13]
Gamasutra contributing editor Kris Ligman speaks with Virtuix founder Jan Goetgeluk about the Virtuix Omni, an upcoming VR treadmill which recently featured on the reality show Shark Tank.
Indie, Business/Marketing, Exclusive, Video, VR

Analysis: First-year Wii U sales suggest grim lifetime sales Exclusive 41
by Matt Matthews [12.23.13]
Judging from how recent consoles have performed over their lifetimes, Wii U could very well be set up to sell extremely poorly in the long run, Matt Matthews argues.
Console/PC, Business/Marketing, Exclusive

5 flawed games from 2013 (that game devs should play) Exclusive 11
by Mike Rose [12.20.13]
We've already listed our favorite games of 2013. Now Gamasutra editor Mike Rose picks out five games from 2013 that, while flawed, present ideas for developers to build upon.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Best of 2013: The stories behind the SCUMM engine Exclusive 13
by Staff [12.20.13]
It's rare that the mention of a video game engine elicits strong emotions, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder shares the stories behind the well-regarded engine.
Console/PC, Programming, Business/Marketing, Exclusive

Best of 2013: Dirty Game Development Tricks Exclusive 20
by Staff [12.20.13]
One of our best stories this year was the revival of one of the most popular Game Developer Magazine features, "Dirty Coding Tricks," with 9 new from-the-trenches stories and a few unorthodox tricks.
Console/PC, Programming, Production, Business/Marketing, Exclusive