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March 3, 2015
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March 3, 2015
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'But it's not historically accurate!' - Diversity in historical games 3
by Gamasutra Community [03.03.15]
"If the perception that a straight, white male cast is 'historically accurate' can be dismantled with a little research, where does that common perception come from?"
Console/PC, Indie, Art, Design

Man in the Moonbase: History of a clandestine project  
by Gamasutra Community [03.03.15]
How Humongous Entertainment's Moonbase became cult-hit Moonbase Commander: A slice of untold game industry history from someone who was there.
Console/PC, Production, Business/Marketing

Exploring what it takes to make a funny game Exclusive 1
by Alex Wawro [03.02.15]
Why is comedy in games so rare -- and so hard to get right? Developer Zoe Quinn took the stage at GDC today to explore the topic and offer fellow developers a few potential ways to make funny games.
Console/PC, Indie, Design, Exclusive, GDC

Autodesk enters the game engine business at GDC 3
by Alex Wawro [03.02.15]
3ds Max maker Autodesk is making its first foray into the game engine business this week at GDC in San Francisco, where it will demo its upcoming Stingray engine to developers on Wednesday afternoon.
Console/PC, Business/Marketing

What to do before you start building a free-to-play game Exclusive 2
by Alex Wawro [03.02.15]
Ethan Levy explores better ways to design F2P games and reminds F2P developers to be as rigorous in their business design as their are about their game design.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive, GDC

How Divinity: Original Sin resurrected a fallen series Exclusive  
by Simon Parkin [03.02.15]
At GDC 2015, Swen Vincke, creative director of the critically acclaimed co-op role-playing game Divinity: Original Sin, described how the game brought Larian Studios back from the brink of disaster.
Console/PC, Design, Production, Exclusive, GDC

500 games launched per day on iOS last year (and other digital sales facts) 7
by Kris Graft [03.02.15]
With digital marketplaces becoming increasingly crowded, Mike Rose, of tinyBuild dug into the current state of indie sales expectations for digital platforms.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

Narrative and design insights from 80 Days' writing lead  
by Christian Nutt [03.02.15]
At GDC 2015, Meg Jayanth, lead writer of acclaimed mobile adventure game 80 Days, shared insights into how the team at Inkle created a deeply narrative, highly nonlinear and satisfying story.
Smartphone/Tablet, Indie, Design, GDC

This Week in Video Game Criticism: From the Semiotics of PlayStation to the Pitfalls of Jiggle Physics  
by Riley MacLeod [03.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Riley MacLeod on topics ranging from a look back at the first PlayStation controller to the pitfalls of jiggle physics.
Console/PC, Indie, Design

Online community and culture wars: What do we know? Exclusive 2
by Leigh Alexander [03.02.15]
What can we learn from the significant community challenges the gaming community faces? Online gaming veterans Raph Koster, Gordon Walton and Rich Vogel share fascinating sociological lessons.
Console/PC, Social/Online, Serious, Programming, Design, Business/Marketing, Exclusive, GDC

Reactive game dev: How Serious Sam 4 became The Talos Principle Exclusive  
by Alex Wawro [03.02.15]
Croteam kicks off the GDC 2015 Independent Games Summit with a talk on how the Serious Sam studio taught itself a new way to make games as it embarked on its first puzzle game: The Talos Principle.
Console/PC, Indie, Programming, Design, Production, Exclusive, GDC

@ Play: The return of Toejam & Earl 2
by Gamasutra Community [03.02.15]
The return of roguelike column @Play! "Toejam & Earl is a game that is dear to my heart. Although it is a slow-playing Sega Genesis game, it has excellent design and gameplay."
Console/PC, Design

The lay of the land: A critical look at Dark Souls II's DLC 3
by Gamasutra Community [03.02.15]
"Dark Souls II, as a world, is a kind of tracing of the prequel: generalities are carried over while arrangements and subtleties have been lost."
Console/PC, Design

Unreal Engine 4 is now free-to-download for everyone 50
by Christian Nutt [03.02.15]
You'll still pay a royalty on any commercial projects you make, but say goodbye to subscription fees -- the popular engine is now completely free to try.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Business/Marketing, GDC

UK retailer Game expands into eSports with Multiplay acquisition  
by Alex Wawro [03.02.15]
U.K. retailer Game has announced a deal to acquire Multiplay, a long-running U.K.-based video game event firm, for 20 million (~$30.1 million USD) as it expands into eSports and digital PC games.
Console/PC, Business/Marketing

Match game mechanics: An exhaustive survey 8
by Gamasutra Community [03.02.15]
An exhaustive look at 2D matching puzzles: "We played and analyzed many match games to deconstruct their mechanics. In this article we share our findings."
Console/PC, Smartphone/Tablet, Indie, Design

The art of abstract game design  
by Gamasutra Community [03.02.15]
"As soon as you decide to make a game abstract, you immediately raise the learning curve of your game. This can be mitigated by clever thematic choices and use of visual metaphors."
Console/PC, Design

Preparing for Steam Greenlight with a Concept Page 2
by Gamasutra Community [03.02.15]
"The main lesson I learned with this campaign is that the Concept audience probably does not represent the Greenlight audience. Despite that, I still believe that using Steam Concepts is worthwhile."
Console/PC, Indie, Business/Marketing

Double Fine's 'heartfelt and personal' Hack 'n' Slash: A postmortem 5
by Brandon Dillon [03.02.15]
Project lead Brandon Dillon walks us through what went right and wrong during development of Double Fine's Hack 'n' Slash, an open-world exploration game about hacking and reverse engineering.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Valve, HTC have a new VR headset coming out this year 8
by Kris Graft [03.01.15]
Valve Software and mobile phone maker HTC announced on Sunday the "Vive," a high-end VR headset that plugs straight into a PC.
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