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April 18, 2014
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April 18, 2014
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Updates » Indie
Blog: By 2020, make the game industry 50/50 39
by Gamasutra Community [03.19.14]
"Many kids want to grow up to be game designers, but it may be a long road for some of these idealistic youngsters, especially girls... In 2013, women represented 13 percent of the industry."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Flash is dead. Long live OpenFL! 32
by Gamasutra Community [03.19.14]
"I need something open-source, so I don't have to wait for basic features or bugfixes. And shucks, it'd be nice to have the same API as Flash so porting my old code isn't a nightmare... it's called OpenFL!"
Console/PC, Indie, Programming

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

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

Blog: The 3 contracts that every game developer needs 6
by Gamasutra Community [03.18.14]
According to attorney Zachary Strebeck, "These three contracts should be in every game developerís toolkit in order to help the development go smoothly and protect those assets."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

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

'Magical Numbers' in board and card game design  
by Gamasutra Community [03.18.14]
"In the course of designing... I again had occasion to wonder if there is some kind of 'sweet spot' or 'magical number' of pieces and spaces for a board game (or any other kind, for that matter)."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Sony releases open source game development toolset 1
by Alex Wawro [03.18.14]
Sony announced today that its Authoring Tools Framework software, which helped build games like The Last Of Us, is now available to download and use for free under the Apache 2.0 open source license.
Console/PC, Indie, Programming, Design

Blog: Publishing a game jam game  
by Gamasutra Community [03.18.14]
"Winning the Global Game Jam is cool, but how do you conquer the commercial market with your game? It's not as easy as it sounds."
Console/PC, Smartphone/Tablet, Indie, Production

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

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

'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

From AAA to academia: What industry veterans have learned 1
by Leigh Alexander [03.17.14]
Brenda Romero, John Romero, Warren Spector and Richard Lemarchand are all veteran game designers who became educators. On a panel, the four talked about the unique challenges and opportunities.
Console/PC, Social/Online, Indie, Serious, Programming, Design, Student/Education, GDC

Vlambeer's Performative Game Development - the way of the future 1
by Brandon Sheffield [03.17.14]
Vlambeer discusses their take on "performative development" - transparent, fan-friendly development in front of a livestreamed, early access audience.
Console/PC, Indie, Production, Business/Marketing, GDC