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May 24, 2013
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The Future Human: An Interview with Tim Sweeney 18
by Brandon Sheffield [12.28.12]
How will technology empower and shape the future of games, consoles, and even human experiences in reality? Will all platforms converge into one? Or will there be a healthy future for different kinds of devices and technologies? Gamasutra speaks to Epic's Tim Sweeney.
Interview, Smartphone/Tablet

The 50 Games That Defined 2012 6
by Gamasutra staff [12.26.12]
This isn't a list of awesome games from 2012, but instead, it's a list -- containing not-so-great games, games that didn't release, or even will never appear -- of games that are representative of a trend or interesting story that captured the zeitgeist of 2012, and they all say something about what happened this year.
Design

Gamasutra's Best of 2012 7
by Gamasutra staff [12.24.12]
2012 has been a landmark year for shifts in the game industry, and that's why Gamasutra, in the form of this round-up feature of our annual year-end pieces, has taken an expansive look back at the year -- to closely examine what has happened in the past 12 months.
Business/Marketing, Design, Social/Online, Smartphone/Tablet

The Designer's Notebook: Bad Game Designer, No Twinkie! XIII 22
by Ernest Adams [12.21.12]
Hostess might be bankrupt, but the denial of Twinkies continues! In the 13th annual installment of The Designer's Notebook's popular column, Ernest Adams tackles more reader-submitted design decisions that mystify and dissatisfy players.
Design

The Case for Casual Biometrics 7
by Stefano Gualeni [12.20.12]
Plenty of triple-A productions use biometric testing of players -- but can it work for casual games, too? Developer Stefano Gualeni writes here about how he and his team tested iOS puzzle game Gua-Le-Ni using a simple lab setup.
Design, Indie, Smartphone/Tablet

Is It Too Late for Smaller Developers on Facebook? 6
by Jay Aird [12.19.12]
If you plan to develop a Facebook game, what genre should you strike out in? This analysis takes a look at where the growth opportunities are for a small developer who doesn't have the cross-marketing reach of a Zynga.
Social/Online

What Magic: The Gathering Can Teach Us 32
by Will Luton [12.17.12]
In the midst of the collectible card game craze taking over the social space in the success of Cygames' Rage of Bahamut, Will Luton examines the original collectible card game, Magic the Gathering, and the important lessons it has for today's video game designers.
Design

The Burning of Star Wars: The Old Republic 110
by Simon Ludgate [12.14.12]
In its quest to quickly push out a free-to-play model for its flagship MMO, has BioWare burned all players -- both subscribers and the new free crowd? MMO consultant Simon Ludgate takes a look at what the developer has really wrought with its adaptation of the game.
Business/Marketing, Social/Online

Art of War: Animating Realistic Sword Combat 37
by John Clements, Eben Bradstreet [12.13.12]
This article -- a compilation of two viewpoints on adding authentic sword combat to games -- originally appeared in the December issue of Game Developer magazine -- and explores the idea of using real Medieval techniques as taught by a trained sword master.
Art

Designing Freemium Titles for Hardcore Gamers 41
by Pascal Luban [12.12.12]
How do you get hardcore gamers interested in your free-to-play game? What is the perfect tension between compelling gameplay and frustration? Designer Pascal Luban explores the lessons he learned since moving to freemium.
Design, Social/Online