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John Polson's Expert Blogs

Posted by John Polson on Mon, 21 Apr 2014 02:00:00 EDT in Design, Production, Console/PC, Indie, Advanced Input and Output
Italian indie Alan Zucconi says making his unique controller to demo 0RBITALIS was a way to help him stand out from an increasing crowd of games.


Posted by John Polson on Fri, 11 Apr 2014 05:14:00 EDT in Design, Console/PC, Indie, VR
"Everyone else is doing immersion wrong," says Please Don't, Spacedog! developer KO-OP Mode. They used the Oculus and a MIDI device to put players somewhere new, and it was a big hit at alt.ctrl.GDC last month.


Posted by John Polson on Fri, 14 Mar 2014 01:35:00 EDT in Design, Console/PC, Indie, Social/Online
Pippin Barr's latest creation-collection Durations combines 10 games from One Second Typing Tutor to One Year Finite Runner, all offering much to consider in terms of games that seem to go on forever.


Posted by John Polson on Thu, 27 Feb 2014 03:49:00 EST in Design, Production, Art
Aurelien Regard (formerly of Arkedo) is going solo to explore the racing genre, bringing his top-down F-Zero and Ulysses 31 anime homage to life while pushing the boundaries of the HTML5-supported Construct 2 engine.


Posted by John Polson on Wed, 29 Jan 2014 05:15:00 EST in Design, Art, Console/PC, Indie
Take a look at the art behind the L-system inspiring How to Be a Tree, and how developer Jimmy Andrews makes this tree spring to life.


Posted by John Polson on Tue, 07 Jan 2014 08:47:00 EST in Design, Console/PC, Indie, Smartphone/Tablet
Sets & Settings' Trestle is what happens when you put Super Crate Box into a Mega Man Battle Network world. According to the developer, Trestle's quick prototype became a game about patterns, and it felt fun almost immediately.


Posted by John Polson on Wed, 01 Jan 2014 01:17:00 EST in Design, Production, Console/PC, Indie
Making one game a month can be fun and rolodex-building, shares Major Bueno, who began the year as a finalist in Indie Speed Run and ended with a party game 700 people contributed to.


Posted by John Polson on Tue, 24 Dec 2013 10:33:00 EST in Design, Production, Art, Indie, Smartphone/Tablet
Kunabi Brother's Denis and Davor Mikan discuss the level design and inspiration behind their hit iPad puzzle game Blek and share details of the upcoming iPhone remake.


Posted by John Polson on Tue, 12 Nov 2013 03:31:00 EST
A group of notable developers are experimenting with how shared save files can unlock glitches, hidden secrets, and create replayability within their collective games.


Posted by John Polson on Tue, 22 Oct 2013 10:58:00 EDT in Design, Production
Dejobaan Games, known for its IGF nominated Aaaaa! and other action games, is going through an experimental phase: combining the British Romantics with observational non-gameplay and Steam Workshop story sharing.


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