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September 22, 2014
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Updates » 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

Anita Sarkeesian, more up for nominations at Women in Gaming Awards 24
by Kris Ligman [03.19.14]
On March 20th, the sixth-annual luncheon and award ceremony produced by Microsoft and the International Game Developers Association is set to honor the contributions of 14 women from across the games industry.
Console/PC, Business/Marketing, GDC

Blog: Fitting mobile games into players' lives 3
by Gamasutra Community [03.19.14]
"It can be tempting to think of mobile devices as 'little consoles,' but this is a mistake. Players use these two platforms in very different ways based on day-part, needs, and motivations."
Smartphone/Tablet, Design, GDC

Oculus opens preorders for second-generation Rift dev kit 7
by Alex Wawro [03.19.14]
Oculus' new development kit is more expensive and more capable than its predecessor, with improved support for Unity and Unreal Engine 4.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, GDC

Epic radically changes licensing model for Unreal Engine 61
by Christian Nutt [03.19.14]
Today at GDC, the Epic founder showcased Unreal Engine 4, and noted that it's going to a subscription model -- $19 a month, with devs Epic paying royalties on shipped games.
Console/PC, Smartphone/Tablet, Indie, Programming, Production, Business/Marketing, Video, GDC

This is Project Morpheus, Sony's prototype VR headset 19
by Alex Wawro [03.18.14]
Sony has given a name to its long-rumored VR headset -- Project Morpheus -- and revealed a prototype version of the hardware during a Sony-sponsored GDC 2014 session led by Shuhei Yoshida.
Console/PC, Design, GDC

In-depth on Unity 5's WebGL publishing tech 2
by Christian Nutt [03.18.14]
Vlad Vukicevic, engineering director at Mozilla and Unity senior developer Ralph Hauwert fill us in on the two-year collaboration and the potential of WebGL publishing in Unity 5.0.
Console/PC, Indie, Programming, Video, 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

Using rivalry and respect to push video game romances forward 10
by Mike Rose [03.18.14]
For Chris Dahlen of Mad*Pow, romances in video games are great and all... but what if we explored relationships that didn't exist within a single integer?
Console/PC, Indie, Design, GDC

Molyneux shares his strategy for indie development 5
by Alex Wawro [03.18.14]
The creator of Populous opened up about his experiences as an indie developer and his thoughts on how to best develop and launch your own indie game during a recent talk at GDC 2014.
Console/PC, Smartphone/Tablet, Indie, Design, GDC

Winning players' attention with game writing  
by Simon Parkin [03.18.14]
A panel of experienced game-writers offered advice on how to hook a player into a gameís story within its first five minutes at GDC today.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

Extrasolar and the perils of reverse-engineering other gamesí success  
by Simon Parkin [03.18.14]
Attempting to reverse-engineer successful games can be a worthwhile exercise, but there are some important things to consider, said Rob Jagnow, creator of Extrasolar.
Social/Online, Indie, Design, GDC

The biggest takeaways from 8 years of Antichamber development 9
by Mike Rose [03.18.14]
As part of an emotional recollection of his life, Antichamber dev Alexander Bruce gave GDC goers takeaways they should be asking themselves when piecing together their own development timelines.
Console/PC, Indie, Business/Marketing, GDC

Design for player relationships in free-to-play games, reap the rewards 2
by Leigh Alexander [03.18.14]
Spry Fox's Dan Cook believes you can design for player relationships, and that doing so makes games live longer and keeps userbases steady.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

How Super Time Force was informed by quantum physics  
by Brandon Sheffield [03.18.14]
Super Time Force ambitiously allows multiple realities and multiple timelines to exist in the same visual and temporal space. To make it work, Capy turned to concepts from quantum physics.
Console/PC, Indie, Design, GDC

Unity 5.0 announced, with direct-to-web, plugin-free publishing 28
by Gamasutra Community [03.18.14]
Gamasutra speaks to Unity CEO David Helgason about the latest version of the popular game engine, which adds new lighting and audio features, and WebGL support.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, GDC

Why game design should feel like taking your player out on a date 3
by Alex Wawro [03.17.14]
Campo Santo's Sean Vanaman spoke at GDC 2014ís Narrative Summit about how designers can create immersive narratives by designing games with an eye towards helping players suspend their disbelief.
Console/PC, Indie, Design, GDC

'Plot is overrated': Game narrative is all about your characters 22
by Mike Rose [03.17.14]
"Plot is highly overrated... focus on character." - Tom Abernathy, narrative lead at Riot Games, and Richard Rouse III of Microsoft Game Studios, discuss structure for narrative in video games.
Console/PC, Design, GDC

'Beware The Hidden Costs Of Running A Successful Kickstarter' 1
by Simon Parkin [03.17.14]
Running a successful Kickstarter campaign can incur a tremendous personal cost. So said Steve Swink in a candid talk delivered at GDC in San Francisco this afternoon.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC