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Updates » GDC Online
Video: The tech challenges in Guild Wars 2's no-sub MMO model 1
by GDC Vault [10.01.13]
In a free video from GDC Online 2012, ArenaNet's Cameron Dunn talks about the programming challenge of shipping Guild Wars 2 without relying on monthly subscription fees to cover server costs.
Console/PC, Programming, Video, GDC Online

Video: How Riot Games dodged the pitfalls of rapid staff growth Exclusive 2
by Staff [08.14.13]
Riot Games senior producer Travis George takes a moment to discuss how the League of Legends team managed rapid growth while still maintaining a strong and productive company culture.
Social/Online, Design, Exclusive, Video, GDC Online

Video: The best ways to integrate YouTube into your mobile game Exclusive  
by GDC Vault [11.16.12]
In this free video from GDC Online 2012 in Austin, Google's Jarek Wilkiewicz and Black Box Interactive's Coby Cotton show effective examples and best practices for integrating YouTube into mobile games.
Smartphone/Tablet, Design, Production, Exclusive, Video, GDC Online

User-generated content: When game players become developers Exclusive  
by Kris Graft [10.16.12]
Game development: it's not just for game developers anymore. As game and item creation tools become more accessible, user-generated content has become more relevant than ever, from both business and creative angles.
Social/Online, Design, Production, Business/Marketing, Exclusive, GDC Online

CastleVille: A GDC Online postmortem 3
by Patrick Miller [10.12.12]
CastleVille's designers Bruce Shelley and William Lemons explain how their success stemmed from their strong focus on core game loop design -- and how their biggest mistake was over-iterating.
Social/Online, Design, GDC Online

When does effective free-to-play design become an ethical matter? 118
by Patrick Miller [10.12.12]
"Our industry bears the characteristics of a gold rush, and in any gold rush, you have honest prospectors and you have claim jumpers." - Amazon.com game dev Nik Davidson on ethics of modern game design.
Social/Online, Serious, Design, GDC Online

Ultima Online creators remember the good and bad of its early days 17
by Frank Cifaldi [10.11.12]
To close out the final GDC Online in Austin, Ultima Online creators Rich Vogel, Raph Koster and Starr Long recall the early days of forming what was then a brand new idea: A persistent, online world.
Console/PC, Social/Online, Programming, Design, Production, GDC Online

This is the future of free-to-play Exclusive 31
by Kris Graft [10.11.12]
The free-to-play business model has seen its share of success, but what will the next generation of free-to-play bring? Gamasutra talks to some of the top players in the space.
Console/PC, Social/Online, Smartphone/Tablet, Exclusive, GDC Online

CCP Online's three design pillars for sandbox MMOs 6
by Patrick Miller [10.11.12]
At GDC Online, CCP senior game designer Matt Woodward explains how CCP's unique approach to player socializing, goal-driven game design, and emergent gameplay sustain its MMO sandbox EVE Online.
Console/PC, Social/Online, Design, GDC Online

Live from the Game Developers Choice Online Awards 3
by Frank Cifaldi [10.10.12]
MMO, social, mobile and free-to-play games had their night at the Game Developers Online Choice Awards in Austin on Wednesday evening. See all of the winners -- and what they had to say -- right here.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, GDC Online

Respecting women players without 'girling it up' 17
by Leigh Alexander [10.10.12]
Big Fish's popular hidden object games, who they're for and why people like them yields some surprising lessons about offering deep storytelling to an audience of adult women and casual fans.
Social/Online, Programming, Art, Design, GDC Online

Rich storytelling and 'the new episodic' in the mobile space 5
by Leigh Alexander [10.10.12]
Translating rich, AAA-style storytelling to the compact, quick-cycle mobile space is a challenge, but Alex Seropian and colleague John Scalzi have some tricks to take advantage of the platform.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, GDC Online

Emergent gameplay, F2P key for MMO user retention problems 25
by Patrick Miller [10.10.12]
During a GDC Online session titled "Free-to-play: Driving the Future of MMOs," SOE president John Smedley told attendees they'd have to enlist their players to help build (and market) their games.
Console/PC, Social/Online, Design, Business/Marketing, GDC Online

Stories from the trickiest sequels: Challenges and successes  
by Leigh Alexander [10.10.12]
Storytellers who led major franchise inheritances like Fallout: New Vegas and Deus Ex: Human Revolution discuss the unique challenges -- and things they wish they'd done differently.
Console/PC, Programming, Art, Design, GDC Online

Wing Commander creator returns to game dev with new space sim 16
by Eric Caoili [10.10.12]
Industry pioneer Chris Roberts, who created the seminal Wing Commander and Privateer franchises, has returned to game development after a more than decade-long absence to release a new space sim.
Console/PC, Indie, Business/Marketing, GDC Online

Social players don't want to read your text -- or do they? Exclusive 10
by Frank Cifaldi [10.10.12]
Traditional wisdom says that social game players might not want to read in-game text, but according to the narrative heads behind Zynga's Indiana Jones Adventure World, that might not be the case.
Social/Online, Design, Exclusive, GDC Online

More variety in free-to-play is on the horizon, predicts Kongregate  
by Kris Graft [10.09.12]
The free-to-play market is dominated by certain genres such as strategy games and RPGs. But now the free-to-play market is poised for change, said Emily Greer, cofounder of web game portal Kongregate.
Social/Online, GDC Online

10 Social Game Lessons from 2012 4
by Patrick Miller [10.09.12]
Steve Meretzky (Playdom Game Design VP) and Dave Rohrl (VP of Game Production at Goko) presented ten lessons they've learned in their "2012: Social Games Year in Review" GDC Online session.
Social/Online, Design, GDC Online

Building better communities: The next challenge for free-to-play Exclusive 3
by Kris Graft [10.09.12]
"Wall Street is trading in picoseconds, and we still have 16-player games. This is really small. This is not even modern online technology at all. It's basically 10 years behind," says Gabe Leydon with Machine Zone.
Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive, GDC Online

Making everyone feel like a star in a multiplayer game 11
by Frank Cifaldi [10.09.12]
Interactive fiction author Emily Short shares some of the lessons learned while developing an 8-player interactive story, the most important of which is keeping each player feeling like the star of their own adventure.
Social/Online, Indie, Design, GDC Online