Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 31, 2015
arrowPress Releases
March 31, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Indie
Valve debuts Source 2 for free in bid to compete with Epic, Unity 11
by Alex Wawro [03.03.15]
Valve is officially debuting its long-rumored Source 2 engine at GDC this week alongside a host of other new technologies, and it's expected to launch at a competitive price: free.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

The secrets behind This War of Mine's emotional impact Exclusive 1
by Leigh Alexander [03.03.15]
11 Bit Studios Pawel Miechowski talks about how disrupting players' expectations, studying their decision-making process and creating opportunities to imagine helped make This War of Mine acclaimed and impactful.
Console/PC, Indie, Programming, Design, Exclusive, GDC, IGF

Writing presence: How good storytelling helps a VR game feel real Exclusive 2
by Alex Wawro [03.03.15]
It's hard enough to make a VR game that's comfortable and satisfying to play for extended periods of time; how do you tell a good story in the process -- and why should you bother?
Console/PC, Indie, Design, Exclusive, GDC

The rise of games you (mostly) don't play 21
by Simon Parkin [03.03.15]
"Idle games," or games that virtually play themselves, are a nascent genre that sometimes become unexpectedly popular. Anthony Pecorella with Kongregate explains.
Social/Online, Smartphone/Tablet, Indie, Design, GDC

Space Oddity: Deconstructing the curious design of Gravity Ghost Exclusive  
by Alex Wawro [03.03.15]
Ivy Games' lush 2D space physics puzzler Gravity Ghost wears its nonviolent nature on its sleeve, but creator Erin Robinson says it has its roots in one of the earliest shooters ever made: Asteroids.
Indie, Design, Exclusive, GDC

Narrative tips for mobile games Exclusive  
by Leigh Alexander [03.03.15]
Veteran multimedia narrative designer Christy Marx offers key takeaways from her experience with Zynga's CastleVille for telling stories in mobile games, with all their challenges and limitations.
Console/PC, Social/Online, Indie, Design, Production, Exclusive, GDC

Unity focuses on small teams doing big things at its GDC event 1
by Christian Nutt [03.03.15]
Unity's GDC press conference was geared toward not just showcasing Unity 5, but marrying the company's longtime message of democratized development with a focus on how damn good Unity games can look.
Console/PC, Smartphone/Tablet, Indie, Programming, GDC

Unity 5 released with upgrades, full-featured free version 57
by Christian Nutt [03.03.15]
This morning, Unity released the latest version of its engine, which it announced a year ago -- and Gamasutra talks to CEO John Riccitiello about the competition, and his plans for the company.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Business/Marketing

5 game design lessons learned playing Grim Fandango Remastered  
by Gamasutra Community [03.03.15]
"We all have favorite games and within those games, moments that make them special. Thanks to the release of Grim Fandango Remastered, Iím able to relive that journey."
Console/PC, Indie, Design

'But it's not historically accurate!' - Diversity in historical games 52
by Gamasutra Community [03.03.15]
"If the perception that a straight, white male cast is 'historically accurate' can be dismantled with a little research, where does that common perception come from?"
Console/PC, Indie, Art, Design

Exploring what it takes to make a funny game Exclusive 3
by Alex Wawro [03.02.15]
Why is comedy in games so rare -- and so hard to get right? Developer Zoe Quinn took the stage at GDC today to explore the topic and offer fellow developers a few potential ways to make funny games.
Console/PC, Indie, Design, Exclusive, GDC

500 games launched per day on iOS last year (and other digital sales facts) 9
by Kris Graft [03.02.15]
With digital marketplaces becoming increasingly crowded, Mike Rose, of tinyBuild dug into the current state of indie sales expectations for digital platforms.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

Narrative and design insights from 80 Days' writing lead  
by Christian Nutt [03.02.15]
At GDC 2015, Meg Jayanth, lead writer of acclaimed mobile adventure game 80 Days, shared insights into how the team at Inkle created a deeply narrative, highly nonlinear and satisfying story.
Smartphone/Tablet, Indie, Design, GDC

This Week in Video Game Criticism: From the Semiotics of PlayStation to the Pitfalls of Jiggle Physics  
by Riley MacLeod [03.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Riley MacLeod on topics ranging from a look back at the first PlayStation controller to the pitfalls of jiggle physics.
Console/PC, Indie, Design

Reactive game dev: How Serious Sam 4 became The Talos Principle Exclusive  
by Alex Wawro [03.02.15]
Croteam kicks off the GDC 2015 Independent Games Summit with a talk on how the Serious Sam studio taught itself a new way to make games as it embarked on its first puzzle game: The Talos Principle.
Console/PC, Indie, Programming, Design, Production, Exclusive, GDC

Unreal Engine 4 is now free-to-download for everyone 63
by Christian Nutt [03.02.15]
You'll still pay a royalty on any commercial projects you make, but say goodbye to subscription fees -- the popular engine is now completely free to try.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Business/Marketing, GDC

Match game mechanics: An exhaustive survey 15
by Gamasutra Community [03.02.15]
An exhaustive look at 2D matching puzzles: "We played and analyzed many match games to deconstruct their mechanics. In this article we share our findings."
Console/PC, Smartphone/Tablet, Indie, Design

Preparing for Steam Greenlight with a Concept Page 2
by Gamasutra Community [03.02.15]
"The main lesson I learned with this campaign is that the Concept audience probably does not represent the Greenlight audience. Despite that, I still believe that using Steam Concepts is worthwhile."
Console/PC, Indie, Business/Marketing

Blog: What is the purpose of game development? 15
by Gamasutra Community [02.27.15]
"'What is the purpose of game development?' I will take a leap beyond game development and quote Alejandro Jodorowsky: 'What is the goal of life? It's to create yourself a soul.'"
Console/PC, Smartphone/Tablet, Indie, Design

Renegade kid's Jools Watsham (Xeodrifter) on the Metroidvania  
by Christian Nutt [02.27.15]
What's the appeal of the genre? Read here the expanded full-length interview with Renegade Kid's Jools Watsham -- find out everything he had to say about why the Metroidvania matters.
Console/PC, Indie, Design