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July 25, 2014
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July 25, 2014
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Updates » Exclusive
In-house game jams help Frontier find its indie spirit Exclusive  
by Mike Rose [03.19.14]
When Mike Rose met up with Frontier's David Braben at GDC this week, he was intrigued to hear about some of the more outlandish stuff coming from his studio via its in-house game jam.
Console/PC, Design, Business/Marketing, Exclusive, GDC

Four publishing challenges the game industry isn't ready for Exclusive 2
by Leigh Alexander [03.19.14]
Venture capitalist Mitch Lasky of Benchmark Capital says very few video game executives have a good grip on the revolution of our industry's publishing rules -- he outlines four new challenges.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing, Exclusive, Digital Publishing, Mobile Games, GDC

Facebook sends 735 million referrals to games every day Exclusive  
by Christian Nutt [03.19.14]
In a statistic released to Gamasutra, Facebook explains how mobile/web connectivity boosts game performance -- as Facebook's Dan Morris touts the power of the platform.
Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive, GDC

One Life Left vs. Gamasutra: GDC 2014 #1 - San Francisco Skyline Edition Exclusive 2
by Staff [03.18.14]
Recorded on the evening of the 17th of March 2014, live from the 32nd floor of the Parc 55 hotel, One Life Left presents the first of its GDC 2014 shows.
Exclusive, Podcast, GDC

From zombie apocalypse to L.A. Cops: What's new from Modern Dream Exclusive  
by Kris Ligman [03.18.14]
Modern Dream founder Ollie Clarke, coming away from the success of last year's Typing of the Dead: Overkill, reveals two new projects -- including the studio's next game, retro shooter L.A. Cops.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Exclusive, Video

Q&A: Why Vlambeer returned to its roots with Luftrausers Exclusive  
by Kris Ligman [03.17.14]
Gamasutra catches up with Vlambeer's Rami Ismail to chat Luftrausers, a remake of the team's 2011 game jam experiment which Ismail considers the pinnacle of the studio's essential style.
Console/PC, Indie, Art, Audio, Design, Exclusive, Video

Road to the IGF: Michael Brough's Corrypt Exclusive 1
by Alex Wawro [03.14.14]
Designer/artist Michael Brough explains the design process of his Sokoban-esque Corrypt and the value he found in building a game about "making a right mess of the world so that a number can go up."
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

RedLynx hoping 2014 will be 'The Year of Trials' Exclusive  
by Mike Rose [03.14.14]
Where 2013 was the Year of Luigi, Ubisoft and RedLynx are hoping that 2014 will be the Year of Trials -- and it's not hard to imagine that being the case.
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive

Road to the Student IGF: Hafiz Azman on Rhythm Doctor Exclusive 1
by John Polson [03.14.14]
Street dance, the human heart, music composition, and polyrhythms all influence this Rhythm Heaven-like, one-button beat keeper, made by two University of Cambridge students during their vacations.
Console/PC, Indie, Design, Exclusive, Video, IGF

Road to the IGF: Tale of Tales' Luxuria Superbia Exclusive  
by Christian Nutt [03.14.14]
Tale of Tales spreads sex and joy with its Nuovo Award nominee Luxuria Superbia, and Gamasutra speaks to the creative duo to find out more about the thinking behind it.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

For Gone Home's designer, 'what is a game?' is a question worth exploring Exclusive 94
by Kris Graft [03.14.14]
Steve Gaynor knew his debut title, Gone Home, wouldn’t appeal to everyone. What he didn't know was how it would become so ingrained in the discussion of what a video game actually is.
Console/PC, Indie, Design, Exclusive, GDC

Road to the Student IGF: Albert Shih on Museum of Simulation Technology Exclusive  
by John Polson [03.12.14]
This first-person puzzler that plays with forced perspective made waves at Tokyo Game Show's Sense of Wonder Night in 2013 and then in January with a new tech demo. Now, it's part of the IGF Student Showcase.
Console/PC, Indie, Design, Exclusive, Video, IGF

What goes into rebooting Sonic the Hedgehog? Exclusive 6
by Christian Nutt [03.12.14]
Bob Rafei's background includes Jak & Daxter and Crash Bandicoot -- and now he's being tasked with relaunching Sonic with Sonic Boom. We quiz him about this process.
Console/PC, Design, Production, Business/Marketing, Exclusive, Video

Road to the Student IGF: Mahdi Bahrami on Engare Exclusive 1
by John Polson [03.11.14]
"Engare," Persian for "incomplete pattern," is an upcoming experiment from Mahdi Bahrami, the creator of Bo and Farsh . At only 21, this is his third nod by the Independent Games Festival.
Console/PC, Indie, Art, Design, Exclusive, Video, IGF

Lords of War: The gunrunners of Counter Strike: Global Offensive Exclusive 4
by Mike Rose [03.11.14]
Virtual "gunrunners" cut deals inside and outside of Counter-Strike: Global Offensive's official channels. Mike Rose reports on a phenomenon only possible through a user-driven marketplace.
Console/PC, Business/Marketing, Exclusive

Road to the Student IGF: Black Pants' Symmetrain Exclusive  
by John Polson [03.10.14]
Following on the award-winning Tiny & Big, Black Pants' new project is the Student IGF-nominated iOS game Symmetrain.
Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

The Wolfram Language will soon be integrated into Unity Exclusive 42
by Mike Rose [03.10.14]
The Wolfram Language will soon be integrated directly into the Unity engine, allowing game devs to implement the language in their projects.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

MixedBag is one Italian indie studio you should keep an eye on Exclusive  
by Mike Rose [03.10.14]
In the midst of Sony scooping up intriguing indie titles left, right and center for Playstation platforms, one particular Italian studio stands out as one to watch in 2014.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Q&A: Hearthstone's small-team success at big-time Blizzard Exclusive 7
by Alex Wawro [03.10.14]
Hearthstone lead designer Eric Dodds shares insight into the game's design and explains how its small team signals a significant departure from Blizzard's typical approach to development.
Console/PC, Design, Exclusive

'What's the best game dev advice you've ever received?' Exclusive 25
by Kris Graft [03.07.14]
There's a lot of good advice out there about game development, and a lot of bad advice. Today, we took to Twitter to try to get a taste of both the best and the worst.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive