Gamasutra: The Art & Business of Making Gamesspacer
View All     Post     RSS
May 25, 2013




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


Blog: We're indie, we like Microsoft. So what? 40
by Gamasutra Community [05.24.13]
The Xbox One reveal was broadly perceived as being anti-indie. But I MAED A GAM3 W1TH Z0MBIES 1N IT!!!1 developer James Silva explains why he thinks "everything is fine."
Console/PC, Indie, Business/Marketing

Xbox One preowned rumors batter GameStop shares 10
by Kris Ligman [05.24.13]
GameStop, the U.S.'s largest physical retailer of preowned games, has seen its stock drop precipitously since reports began to spread that the Xbox One would tighten up terms of used game sales.
Console/PC, Business/Marketing

Blog: Theme and craft, games and art 11
by Gamasutra Community [05.24.13]
Spelunky developer Derek Yu ruminates on crises and criticisms in game culture, exploring whether or not we really and truly understand the importance of how games are made.
Indie, Design

Xbox One: A flawed plan, well-executed 45
by Gamasutra Community [05.24.13]
Analyst Nicholas Lovell argues that Microsoft is chasing a 1990s-era plan for set top box domination in an era that has long since moved on.
Console/PC, Business/Marketing

Video: Thief vs. Deus Ex - a design discussion 1
by GDC Vault Staff [05.23.13]
Deus Ex designer Warren Spector and Thief designer Doug Church grill each other on stage at GDC 2002 about their first-person stealth game design decisions.
Console/PC, Design, Video

For Unity, lowering the barriers on mobile is good business Exclusive 4
by Mike Rose [05.24.13]
There's a chance you missed the news that Unity's basic mobile licenses went free earlier this week. Unity CEO David Helgason explains how his company can afford to make this move.
Smartphone/Tablet, Business/Marketing, Exclusive

Here's how much 'whales' spent so far this year 13
by Mike Rose [05.23.13]
The top 1 percent of people spending money on in-app purchases in mobile and web games account for around 33 percent of total spending, according to a new report.
Social/Online, Smartphone/Tablet, Business/Marketing

'This model of game making is so fundamentally broken.' 51
by Kris Ligman [05.22.13]
Following recent layoffs at Trion and his comments that the industry was "fundamentally broken," departed Trion CCO elaborates on his remarks and what the industry needs if it wants to see change.
Console/PC, Social/Online, Indie, Production, Business/Marketing

The problem with Persona's one-sided relationships 2
by Gamasutra Community [05.24.13]
People love the Persona games for their characters -- but isn't the player kind of a dick to the NPCs? This blog post exposes the issue of one-sided relationships in RPGs.
Console/PC, Design

Video: Player-driven stories - how do we get there?  
by GDC Vault Staff [05.24.13]
Former Ion Storm, 2K, and LucasArts designer Kent Hudson encourages creating interactive, player-driven stories and urges to move past Hollywood-style linearity, in this free GDC video lecture.
Console/PC, Art, Design, Production, Video

Blog: I took my Ouya game to retail, and here's what happened 21
by Gamasutra Community [05.22.13]
With OUYA kiosks in stores across the UK, one indie sets up a guerrilla demo for his game at a local video game shop.
Console/PC, Indie, Business/Marketing

The guy who created DayZ made it to the top of Mt. Everest 3
by Kris Graft [05.24.13]
Dean Hall is a soldier, a game developer, and now apparently an elite mountain climber, as he recently made it to the highest summit on planet Earth.
Console/PC, Indie, Design

Get a job: Dungeon Defenders dev Trendy seeks producers  
by Kris Ligman [05.24.13]
Dungeon Defenders dev Trendy Entertainment seeks Gameplay and Technical Producers to participate in gameplay design, technical team management, and more.
Console/PC, Smartphone/Tablet, Indie, Production

Here's a look at the new dev tools you may have missed at GDC GDMag Exclusive 2
by Nate Ralph [05.23.13]
In this reprint from the May issue of GD Mag, Nate Ralph takes us through this year's newest tools and middleware, straight from the Game Developers Conference show floor.
Console/PC, GD Mag, Programming, GD Mag Exclusive

Making DayZ: An interview with its creator 1
by Staff [05.24.13]
Project lead Dean Hall takes Gamasutra from his initial inspirations through his design process and finally how the game is currently being built and will be delivered to fans in this eclectic interview.
Console/PC, Indie, Design, Production

Player progression: Understanding how players get through your game 1
by Gamasutra Community [05.24.13]
This detailed breakdown explores the dichotomy of how players move through games -- through learning how to play, or by powering up -- and what that means for your design.
Console/PC, Indie, Design

A Guacamelee! combat design analysis 3
by Gamasutra Community [05.23.13]
Combat designer Ben Ruiz gives the popular Metroidvania brawler a good thumping to see whether its mechanics live up to the potential its luchador protagonist promises.
Console/PC, Indie, Design

Opinion: Xbox One is a desperate prayer to stop time Exclusive 148
by Leigh Alexander [05.21.13]
Microsoft used words like "groundbreaking," "innovative" and "immersive" countless times as it unveiled the Xbox One, but Leigh Alexander argues that all we saw a disconnected prayer to stop time.
Console/PC, Social/Online, Programming, Design, Business/Marketing, Exclusive

Is coding 'to the metal' dangerous? 33
by Gamasutra Community [05.23.13]
Simon Roth (VVVVVV) suggests that game programmers' obsession with coding "to the metal" is counterproductive in the current multiplatform era -- writing "it's not the '90s anymore."
Console/PC, Indie, Programming

Creative leadership vs. project leadership: A guide for small teams 5
by Gamasutra Community [05.23.13]
Make Something Unreal winner Michael Levall explores the difference between leading a project and being the stakeholder of its vision -- sharing strategies for keeping a small team running effectively.
Console/PC, Indie, Production