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October 1, 2014
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October 1, 2014
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Blog: Diversity, censorship, and criticism 160
by Gamasutra Community [09.24.14]
"This is not about censoring the games industry -- it's about criticizing the games industry, and through that criticism creating an industry that's better for everyone."
Console/PC, Indie, Design

Results from Steam's update: The first 24 hours 20
by Gamasutra Community [09.24.14]
"Overall, the numbers clearly show the changes immediately heightened visibility for Insurgency on Steam... it's increased our game's visibility on Steam by 370 percent overnight."
Console/PC, Indie, Business/Marketing

When Gear VR launches, devs will need to give away their games for free 9
by Christian Nutt [09.24.14]
Want to make money off your game? Well, too bad -- at least when the Oculus Platform store launches alongside the device, according to co-founder Nate Mitchell.
Smartphone/Tablet, Indie, Business/Marketing, VR

Blog: The iPhone vs. 3DS debate, and some numbers 6
by Gamasutra Community [09.24.14]
"Comparing Apple to Nintendo is like comparing Dell to Disney... Ultimately it's up to us to individually play games where we like."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Seeing your fans as more than customers  
by Mike Rose [09.24.14]
Graeme Struthers with indie publisher Devolver Digital took to the DICE Europe stage today, to discuss the outside-the-box ways in which the company has managed to utilize its fanbase.
Console/PC, Indie, Business/Marketing

Dynamic user interfaces: Adapting to increase player performance 17
by Gamasutra Community [09.24.14]
"A dynamic user interface will add, alter, or remove interface elements depending on the situation a player is currently in. This ensures they have the right interface elements at their disposal to complete their goals."
Console/PC, Art, Design

Insomniac's Ted Price explains why trust in your team is so important  
by Mike Rose [09.24.14]
"Trust is the glue that holds our world together... So why wouldn't I trust that the people I hire can do their jobs?"
Console/PC, Business/Marketing

An indie studio's internal game jam diary  
by Gamasutra Community [09.24.14]
How the studio behind Guns of Icarus Online structured and executed its latest 3-day jam based on lessons learned from past jams -- and how it went.
Console/PC, Indie, Production

Nexon believes truly worldwide video games are on the way 8
by Mike Rose [09.24.14]
When Nexon America CEO Min Kim first visited the U.S., he had no idea that PC gaming cafes didn't exist in the same way that they did back in Korea.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: How map design affects multiplayer in Counter-Strike GO 3
by Gamasutra Community [09.24.14]
"That is exactly at this moment that the pathways step in. These are part of those parameters useful to balance a map. If you think terrorists have a huge advantage, think about how many pathways they have."
Console/PC, Design

Keep Talking and Nobody Explodes: A team-based Oculus Rift game Exclusive 5
by Mike Rose [09.24.14]
At the 2014 Global Game Jam, three game creators were desperately trying to come up with an idea for an Oculus Rift game, when they accidentally stumbled across a rather outlandish concept.
Console/PC, Indie, Design, Exclusive, Video

Big studio creativity: Lionhead Incubation to share experiments  
by Christian Nutt [09.23.14]
Since 2008, Lionhead Studios hasn't released anything but Fable games. That might change, as it moves concretely to foster more inventiveness through a new initiative.
Console/PC, Design, Production, Business/Marketing, Video

Oculus VR's Luckey: VR's a hard sell, but triple-A dev is coming  
by Christian Nutt [09.23.14]
"I don't think they understand why it's relevant to them yet. A lot of people, even if they know what VR is, see it as this tool to go in your basement and play Halo."
Console/PC, Business/Marketing, VR

Jason Rohrer's 'agonizing' new real-money game, Cordial Minuet 3
by Christian Nutt [09.23.14]
"The drama and emotional anguish is magnified tremendously when there's something real at stake."
Console/PC, Indie, Design

Don't Miss: 20 fun facts about hex grids 23
by Gamasutra Community [09.23.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design

Blog: On Steam curation - What I think it changes 12
by Gamasutra Community [09.23.14]
Mike Bithell (Thomas Was Alone, Volume) shares his thoughts on Steam's new discoverability and curation systems: "Make no mistake. This new system is not a meritocracy."
Console/PC, Indie, Business/Marketing

Blizzard cans development of ambitious Titan MMO 23
by Kris Graft [09.23.14]
with the cancellation of the seven-year MMO project Titan, the World of Warcraft developer has shown a new level of willingness to cut its losses.
Social/Online, Business/Marketing

Blog: Google Play's new address policy - Bad for indie devs, bad for Android 45
by Gamasutra Community [09.23.14]
"At the end of this month, all of us will be required to provide a physical address, which will be publicly visible in the detail page for every app we publish."
Smartphone/Tablet, Business/Marketing

Blog: The gender gap in VR 63
by Gamasutra Community [09.23.14]
"Frankly, Iím worried that VR is turning into a 'guy space,' where women are made to feel less welcome. Thatís not okay! I want to share the joys of VR with everyone, and so I don't want anyone to feel excluded."
Console/PC, Indie, Business/Marketing, VR

Raph Koster, Octodad devs join GDC Next speaker lineup  
by Staff [09.23.14]
Octodad: Dadliest Catch developers Phil Tibitoski and John Murphy join the speaker lineup at GDC Next 2014 featuring ADC this November alongside game industry veteran Raph Koster.
Console/PC, Indie, Design, Production, GDC Next