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October 23, 2014
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Gamasutra - GDC Event Coverage
Video: Breaking down the seven-year development of Antichamber 3
by Staff [04.18.14]
Indie developer Alexander Bruce shares his development philosophy and what he learned from creating Antichamber in a postmortem talk given at GDC 2014.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault, GDC

GDC Europe 2014 opens registration, continues call for papers  
by GDC Staff [04.16.14]
You can now register early at a discounted rate to attend this year's GDC Europe, which will be held in Cologne, Germany August 11-13. Also, you still have time to submit talk proposals for the show.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, GDC Europe

Video: The story of Cave Story, as told by its creator  
by Staff [04.14.14]
Cave Story creator Daisuke "Pixel" Amaya shares his game development philosophy and shows the beta version of Cave Story during a postmortem presentation on the game at GDC 2011.
Console/PC, Indie, Design, Production, Video, Vault, GDC

One Life Left vs. Gamasutra: GDC 2014 #5 - Voice / Over Exclusive  
by Mike Rose [04.03.14]
Recorded on the afternoon of the 21st of March 2014, live from the Moscone Center with shattered voices and weary hearts, One Life Left presents OLL vs Gamasutra Show #5: FIVE STARS.
Exclusive, Podcast, GDC

The inspirational stories behind This War of Mine Exclusive 5
by Mike Rose [03.28.14]
When the teaser trailer for This War of Mine stormed the internet, it aimed to show the other side of war in games. 11 Bit's Pawel Miechowski discusses his inspiration with Gamasutra.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, GDC

One Life Left vs. Gamasutra: GDC 2014 #4 - The Four Cs Exclusive  
by Kris Graft [03.26.14]
Recorded on the afternoon of the 20th of March 2014, live from a noisy conference hall with increasingly raucous GDC-goers, One Life Left presents OLL vs. Gamasutra Show #4: FOUR OF HEARTS.
Exclusive, Podcast, GDC

Blog: Reflections on a decade of GDC fieldnotes  
by Gamasutra Community [03.26.14]
"Since 2004 I've been researching game development and game developers. That's a long time to study such an amorphous, variable and shifting thing/ community/ world/ culture."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC

Gamasutra's 10 most-read GDC stories 5
by Mike Rose [03.25.14]
Gamasutra has compiled a list of our most read GDC articles from last week, providing an intriguing window into what matters to you lot.
Console/PC, Business/Marketing, GDC

GDC hits attendance record, 2015 dates announced 3
by GDC Staff [03.24.14]
Game Developers Conference has set a record for event attendance, with more than 24,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Father and S.O.N.: IGA talks 'Metroidvania' 2
by Leigh Alexander [03.21.14]
Koji Igarashi, who helped found a genre with the definitive Castlevania: Symphony of the Night spoke about his defining work at GDC, and the unique design and story decisions that shaped it.
Console/PC, Programming, Art, Design, GDC

The inner workings of the CS:GO marketplace, according to Valve 4
by Mike Rose [03.21.14]
Bronwen Grimes, technical artist on CS:GO, talked today about the road to discovering exactly what skins players wanted, and how they differed from Valve's original thoughts on the matter.
Console/PC, Art, Design, Business/Marketing, GDC

Microsoft's Spencer shines a light on Xbox One's evolution 3
by Christian Nutt [03.21.14]
Spencer sat down with Gamasutra editor-in-chief Kris Graft for a fireside chat about the platform -- but his answers, when taken as whole, point to the fact that the Xbox One is still a work in progress.
Console/PC, Business/Marketing, GDC

'Iterate fast' and other design lessons learned from Hearthstone 5
by Alex Wawro [03.21.14]
Hearthstone designer Eric Dodds took the stage at GDC 2014 to shed light on the game’s creation and share design lessons learned by a small team building a digital card game within Blizzard.
Console/PC, Smartphone/Tablet, Design, GDC

DirectX 12: How, why, and when 10
by Mike Rose [03.21.14]
We knew DirectX 12 was on the way at GDC, but now Microsoft has lifted the veil on the next version of Direct3D, enabling richer scenes, more objects, and proper utilization of the latest GPU hardware.
Console/PC, Business/Marketing, GDC

Northernlion discusses getting your game covered by YouTubers 3
by Mike Rose [03.21.14]
Ryan Letourneau, a prominent YouTuber with over 280,000 subscribers, explained to a GDC audience how exactly you can best go about getting your game covered by the YouTube crowd.
Console/PC, Indie, Business/Marketing, YouTube, GDC

Epic's Tim Sweeney lays out the case for Unreal Engine 4 41
by Christian Nutt [03.21.14]
In this extensive new interview with Epic Games founder Tim Sweeney conducted at GDC, he explains the engine's new pricing structure and the decisions made in developing it.
Console/PC, Smartphone/Tablet, Programming, GDC

One Life Left vs. Gamasutra: GDC 2014 #3 - Going Bananas Exclusive  
by Staff [03.20.14]
Recorded on the afternoon of the 19th of March 2014, live from the foot of the escalators in North Hall of the Moscone Center, One Life Left presents OLL vs Gamasutra Show #3: THE THREEQUEL.
Exclusive, Podcast, GDC

'Nobody wants your cock,' and other highlights from the Rant Apocalypse 19
by Kris Graft [03.20.14]
For the 10th year running, GDC hosted its annual rant session, where people who are involved with video games publicly air their grievances.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

'Making games is easy. Belonging is hard': #1ReasonToBe at GDC 2
by Alex Wawro [03.20.14]
This year's #1ReasonToBe GDC panel, co-hosted by Brenda Romero and Leigh Alexander, featured powerful talks from a variety of speakers who stepped up to share their vision for a better game industry.
Serious, Business/Marketing, GDC

The singularity beckons: A classic Robotron: 2084 postmortem 4
by Mike Rose [03.20.14]
"It was kind of a magical experience. The feeling was amazing when we put it out." - Eugene Jarvis offered GDC goers a delightful postmortem for his 1982 cabinet arcade game Robotron: 2084.
Console/PC, Programming, Design, GDC

How the Japanese earthquake changed the direction of Sony's Rain  
by Simon Parkin [03.20.14]
The 2011 Japanese earthquake drastically change the theme and creative direction of Rain, the award winning downloadable adventure game for PlayStation 3 launched in October 2013.
Console/PC, Design, GDC

The early days of Lucasfilm Games, as told by those who lived it 4
by Alex Wawro [03.20.14]
Lucasfilm Games alumni Noah Falstein, Ron Gilbert, Chip Morningstar, David Fox, Peter Langston, and Steve Arnold shared tales of the studio's formation during the inaugural GDC studio postmortem.
Console/PC, Indie, Design, Business/Marketing, GDC

Behind the sales numbers of mobile hit Badland  
by Brandon Sheffield [03.20.14]
One of the developers behind Badland developer Frogmind provides some insight on what worked and what didn't in terms of sales for their popular mobile game.
Smartphone/Tablet, Indie, Business/Marketing, GDC

Practical advice about queer characters in games 9
by Leigh Alexander [03.20.14]
Writers and developers tackle some of the most practical questions game developers have about how to address inclusivity in games, from worries about tokenism to the importance of the challenge.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Production, GDC

What makes Gone Home a game? 39
by Brandon Sheffield [03.20.14]
There has been a lot of (very silly) debate about whether Gone Home is a "real" game. While the "yes, it definitely is," camp has almost certainly won that particular argument, at a GDC session, Steve Gaynor expanded upon this a bit.
Console/PC, Indie, Design, GDC

Pump up the Volume: A candid chat with Mike Bithell Exclusive 1
by Mike Rose [03.20.14]
Volume dev Mike Bithell discusses how if he were launching Thomas Was Alone now, it'd be a whole different ballgame.
Console/PC, Indie, Business/Marketing, Exclusive, GDC

The Last Of Us wins top honors at Game Developers Choice Awards 1
by Staff [03.19.14]
Naughty Dog's post-apocalyptic adventure game netted Game Of The Year during the 14th annual GDCAs, which also recognized games like Papers, Please and industry luminaries like Anita Sarkeesian and Ken Kutaragi.
Console/PC, Social/Online, Indie, Design, GDC

One Life Left vs. Gamasutra: GDC 2014 #2 - Shower Hour Exclusive  
by Kris Graft [03.19.14]
Recorded on the afternoon of the 18th of March 2014, live from the show floor at GDC 2014, One Life Left presents OLL vs. Gamasutra Show #2: BROADCAST HARDER.
Exclusive, Podcast, GDC

Yu Suzuki recounts the making of Shenmue 5
by Kris Graft [03.19.14]
At GDC 2014, legendary game developer Yu Suzuki talked about the making of the highly-influential open world 1999 Sega Dreamcast game Shenmue.
Console/PC, Design, Production, GDC

Brenda Romero dreams of games and greatness  
by Leigh Alexander [03.19.14]
Brenda Romero received a standing ovation for a heartfelt, passionate talk on how game designers can be inspired by the world's greatest restaurant chefs and pursue, unflinchingly, greatness in games.
Console/PC, Social/Online, Indie, Programming, Art, Design, Production, GDC

Inafune: 'My heart is healthier and soul is freer as an indie' 3
by Simon Parkin [03.19.14]
Keiji Inafune, former global head of production at Capcom told a GDC audience tonight that the independent game movement might return Japan's industry to its former glory.
Console/PC, Indie, Production, GDC

Papers, Please takes the grand prize at 16th annual IGF Awards 4
by Staff [03.19.14]
Lucas Pope’s Papers, Please won the Seumas McNally Grand Prize for Best Independent Game -- and its accompanying $30,000 cash prize -- this evening at the 16th Annual Independent Games Festival.
Console/PC, Indie, Design, GDC

Facebook sends 735 million referrals to games every day Exclusive  
by Christian Nutt [03.19.14]
In a statistic released to Gamasutra, Facebook explains how mobile/web connectivity boosts game performance -- as Facebook's Dan Morris touts the power of the platform.
Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive, GDC

Four publishing challenges the game industry isn't ready for Exclusive 2
by Leigh Alexander [03.19.14]
Venture capitalist Mitch Lasky of Benchmark Capital says very few video game executives have a good grip on the revolution of our industry's publishing rules -- he outlines four new challenges.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing, Exclusive, Digital Publishing, Mobile Games, GDC

Key quotes from GDC's fiery Indie Soapbox session  
by Simon Parkin [03.19.14]
Selected quotations from a series of six-minute talks delivered during the Indie Soapbox Session delivered at GDC 2014 yesterday.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art, Design, Production, GDC

For women in games, getting to the top is only the beginning 42
by Brandon Sheffield [03.19.14]
In an impassioned talk debunking several myths about women in game development, Elizabeth Sampat, designer at Storm 8, cautioned women against complacence once they make it to the top.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production, Business/Marketing, GDC

In-house game jams help Frontier find its indie spirit Exclusive  
by Mike Rose [03.19.14]
When Mike Rose met up with Frontier's David Braben at GDC this week, he was intrigued to hear about some of the more outlandish stuff coming from his studio via its in-house game jam.
Console/PC, Design, Business/Marketing, Exclusive, GDC

Oculus opens preorders for second-generation Rift dev kit 7
by Alex Wawro [03.19.14]
Oculus' new development kit is more expensive and more capable than its predecessor, with improved support for Unity and Unreal Engine 4.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, GDC

Epic radically changes licensing model for Unreal Engine 61
by Christian Nutt [03.19.14]
Today at GDC, the Epic founder showcased Unreal Engine 4, and noted that it's going to a subscription model -- $19 a month, with devs Epic paying royalties on shipped games.
Console/PC, Smartphone/Tablet, Indie, Programming, Production, Business/Marketing, Video, GDC

Anita Sarkeesian, more up for nominations at Women in Gaming Awards 24
by Kris Ligman [03.19.14]
On March 20th, the sixth-annual luncheon and award ceremony produced by Microsoft and the International Game Developers Association is set to honor the contributions of 14 women from across the games industry.
Console/PC, Business/Marketing, GDC

Blog: Fitting mobile games into players' lives 3
by Gamasutra Community [03.19.14]
"It can be tempting to think of mobile devices as 'little consoles,' but this is a mistake. Players use these two platforms in very different ways based on day-part, needs, and motivations."
Smartphone/Tablet, Design, GDC

This is Project Morpheus, Sony's prototype VR headset 19
by Alex Wawro [03.18.14]
Sony has given a name to its long-rumored VR headset -- Project Morpheus -- and revealed a prototype version of the hardware during a Sony-sponsored GDC 2014 session led by Shuhei Yoshida.
Console/PC, Design, GDC

In-depth on Unity 5's WebGL publishing tech 2
by Christian Nutt [03.18.14]
Vlad Vukicevic, engineering director at Mozilla and Unity senior developer Ralph Hauwert fill us in on the two-year collaboration and the potential of WebGL publishing in Unity 5.0.
Console/PC, Indie, Programming, Video, GDC

One Life Left vs. Gamasutra: GDC 2014 #1 - San Francisco Skyline Edition Exclusive 2
by Staff [03.18.14]
Recorded on the evening of the 17th of March 2014, live from the 32nd floor of the Parc 55 hotel, One Life Left presents the first of its GDC 2014 shows.
Exclusive, Podcast, GDC

Using rivalry and respect to push video game romances forward 10
by Mike Rose [03.18.14]
For Chris Dahlen of Mad*Pow, romances in video games are great and all... but what if we explored relationships that didn't exist within a single integer?
Console/PC, Indie, Design, GDC

Molyneux shares his strategy for indie development 5
by Alex Wawro [03.18.14]
The creator of Populous opened up about his experiences as an indie developer and his thoughts on how to best develop and launch your own indie game during a recent talk at GDC 2014.
Console/PC, Smartphone/Tablet, Indie, Design, GDC

Winning players' attention with game writing  
by Simon Parkin [03.18.14]
A panel of experienced game-writers offered advice on how to hook a player into a game’s story within its first five minutes at GDC today.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

The biggest takeaways from 8 years of Antichamber development 9
by Mike Rose [03.18.14]
As part of an emotional recollection of his life, Antichamber dev Alexander Bruce gave GDC goers takeaways they should be asking themselves when piecing together their own development timelines.
Console/PC, Indie, Business/Marketing, GDC

Design for player relationships in free-to-play games, reap the rewards 2
by Leigh Alexander [03.18.14]
Spry Fox's Dan Cook believes you can design for player relationships, and that doing so makes games live longer and keeps userbases steady.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

How Super Time Force was informed by quantum physics  
by Brandon Sheffield [03.18.14]
Super Time Force ambitiously allows multiple realities and multiple timelines to exist in the same visual and temporal space. To make it work, Capy turned to concepts from quantum physics.
Console/PC, Indie, Design, GDC