Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 27, 2014
arrowPress Releases
August 27, 2014
PR Newswire
View All
View All     Submit Event





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


Game developers reflect on a changed console landscape 4
by Christian Nutt [11.21.13]
How games are made, how they're purchased, and even in some cases, the definition of games has changed dramatically over the course of the past console generation.
Design, Production

How indies made an impact on a generation of game consoles 5
by Mike Rose [11.19.13]
Gamasutra's Mike Rose looks back on the previous console generation with a focus on the rise of the indie developer.
Indie

Revisiting Greenlight 17
by Mike Rose [11.05.13]
Gamasutra talked to a variety of developers -- some with games on Greenlight, others whose games have been through the Greenlight process and are now on Steam -- to get their thoughts on where Greenlight is now.
Business/Marketing, Console/PC, Indie, Digital Publishing

With the luster of social games gone, what now? 47
by Leigh Alexander [11.04.13]
Up until a few years ago, the potential of social network games seemed limitless. Now that reality has sunk in, game designers who were once proponents of social games acknowledge that the space may never live up to its potential.
Business/Marketing, Design, Social/Online

Harnessing the power of motion control in video games 1
by Mike Rose [10.30.13]
A variety of developers with plenty of experience in the field of motion controls give Gamasutra insight into how studios should go about tackling the space. Devices discussed include Kinect, Leap Motion and PlayStation Move.
Design, Console/PC, Advanced Input and Output

Best practices for VR, from seven devs working with the Oculus Rift 2
by Kris Ligman [10.29.13]
With the Oculus Rift serving as the forerunner in a new wave of interest in virtual reality technologies for games, Gamasutra sought out seven developers who had managed to get their hands on a development kit -- and ask how their projects are coming along.
Indie, Exclusive, Advanced Input and Output, VR

How Tale of Tales lets creativity, collaboration rule game development  
by Christian Nutt [10.16.13]
In this interview, conducted shortly after GDC Europe concluded, Tale of Tales discuss letting creativity and collaboration rule game development while leaving behind the ties to the games that inspired them in the past.
Design, Art, Interview, Indie

Chris Roberts on Star Citizen Crowdfunding Success, and Why He Doesn't Want a Publisher 35
by Christian Nutt [09.26.13]
Chris Roberts has an atypically successful crowdfunding story -- but then again, as the creator of Wing Commander, he has an atypically successful career. With 20 million dollars in Star Citizen funding, he has insights to share.
Business/Marketing, Production, Interview, Console/PC, Crowdfunding, Alternative Funding, Digital Publishing

Postmortem: DrinkBox Studios' Guacamelee! 6
by Chris Harvey [09.23.13]
Learn about the development of the popular and acclaimed PlayStation Network Metroidvania -- including how the game's distinctive look evolved and competition for studio resources created friction.
Business/Marketing, Design, Postmortem, Production, Indie

A New Pokémon for a New Era 9
by Christian Nutt [09.19.13]
Pokémon X and Y launches next month, and Gamasutra speaks to director Junichi Masuda about the encroachment of smartphones, changing player habits, and staying inspired 18 years on.
Design, Interview, Console/PC, Smartphone/Tablet