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November 25, 2014
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November 25, 2014
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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

Puppeteer: A macabre fairy tale game made 'the Japanese way' 9
by Christian Nutt [09.10.13]
British ex-pat and 10-year Sony Japan Studio studio veteran Gavin Moore, director of Puppeteer, discusses why Japanese developers deserve respect, and how console games are turning off audiences and creators both.
Design, Console/PC

Animal Crossing's Strange, Unresolved Conflict 7
by Ian Bogost [09.05.13]
While some are learning about the peculiar pleasure of Animal Crossing thanks to the series’ latest release on Nintendo 3DS, the game has long charmed and puzzled players and critics. Game designer, critic and academic Ian Bogost takes a look back at the 2002 original GameCube version.
Design

A Conversation with Oculus VR Founder Palmer Luckey 9
by Christian Nutt [09.03.13]
Following from his GDC Europe talk, Palmer Luckey explains what it takes to make a game look and feel right in VR -- and explains that he has some tricks up his sleeve to make sure his headset beats any potential competition.
Business/Marketing, Console/PC, Smartphone/Tablet

Designing local multiplayer games for microconsoles  
by Leigh Alexander [08.30.13]
Gamasutra talks to developers who've brought games to Ouya and other venues about designing for a communal, local multiplayer experience, with particular attention to the microconsole space.
Design, Smartphone/Tablet, Microconsole

Developers Speak Out: Why Microconsoles? 6
by Christian Nutt [08.28.13]
What do developers think of microconsoles -- are they worth making games for? Do they have a future? Gamasutra speaks to Double Fine, Housemarque, Mojang, Tale of Tales and others to find out.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, Microconsole

Tales of porting games to microconsoles  
by Mike Rose [08.27.13]
If you are trying to make a decision regarding whether or not it's worth putting in the effort to port your games, make sure to give these stories a read, as they may well hold the key to how your porting job would progress.
Smartphone/Tablet, Microconsole

The Android Microconsole Reference Guide for Game Developers 12
by Kris Graft [08.26.13]
A comprehensive guide that highlights the many differences between the coming onslaught of Android microconsoles.
Console/PC, Smartphone/Tablet, Microconsole