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July 24, 2014
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Updates » Console/PC
GDC Europe 2014 adds fresh talks from Oculus and Telltale Games  
by Staff [07.07.14]
Designers from Telltale Games and Oculus VR join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, GDC Europe

Koch Media denies reports that it is up for sale  
by Mike Rose [07.07.14]
Koch Media, the German media company that owns game publisher Deep Silver and Saints Row studio Volition, has denied reports that it is looking for a buyer for its operations.
Console/PC, Business/Marketing

5 tips for making a cross-platform game for mobile and PC Exclusive 12
by Mike Rose [07.07.14]
Many studios right now are attempting to build and release games for both mobile and PC platforms, and it's fair to say that many such attempts aren't going off without a hitch.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Video blog: History, slavery, and violence in Assassin's Creed 2
by Gamasutra Community [07.04.14]
A look at "slavery and black life in the 18th Century Atlantic World" and its portrayal in the Assassin's Creed series from college professor Bob Whitaker and historian Jessica W. Luther.
Console/PC, Design

Video: Designing for mystery in Kentucky Route Zero  
by Staff [07.04.14]
As part of the GDC 2014 Independent Games Summit, Cardboard Computer's Jake Elliott speaks briefly about how their development process evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Art, Audio, Design, Production, Video, Vault

Blog: Marketing lessons from Mario Kart 8 1
by Gamasutra Community [07.04.14]
A look at Nintendo Canada's social media marketing campaign for Mario Kart 8, which "is refreshing considering how social media is typically used."
Console/PC, Business/Marketing

Oculus dev kit sales suspended in China due to 'extreme reseller purchases' 2
by Mike Rose [07.04.14]
Oculus VR has confirmed that sales of the developer kit for its upcoming virtual reality headset have been suspended in China, due to "extreme reseller purchases."
Console/PC, Business/Marketing

Warframe studio acquired by Perfect World and... a meat supplier 12
by Mike Rose [07.04.14]
Free-to-play giant Perfect World is finalizing plans to acquire Warframe studio Digital Extremes, alongside a surprising partner -- a chicken meat supplier.
Console/PC, Business/Marketing

How we learned to stop worrying and love Early Access 2
by Gamasutra Community [07.04.14]
"While we were planning and building our first game, we had many discussions about Kickstarter and when/if/how we would do it. Now we’re glad we did Early Access instead."
Console/PC, Indie, Business/Marketing

Hotline Miami's Jonatan Soderstrom on inspiration, collaboration 1
by Gamasutra Community [07.04.14]
"A lot of the ideas are based on tiny things I see in other people's games, other ideas come from paintings, movies, comics or books that do interesting things I haven't encountered before."
Console/PC, Indie, Design, Production

Can joy be more 'adult' than violence? Exclusive 28
by Leigh Alexander [07.04.14]
"Adult content" rules commercial games -- but repetitive, blistering violence gets dull. Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy, as an alternative quality of mature games.
Console/PC, Indie, Programming, Art, Design, Exclusive

Blog: Some quick thoughts on the Nintendo shareholder Q&A 5
by Christian Nutt [07.03.14]
As it always does, Nintendo published its Q&A with shareholders. Here are some less-varnished thoughts on what Nintendo's management had to say, and some thoughts about what it ought to be doing moving forward.
Console/PC, Business/Marketing

How Nintendo created Splatoon for the kid in all of us 9
by Christian Nutt [07.03.14]
"I think everyone kind of remembers being a kid and would be like, 'Great, I'm just going to go crazy.' I think if anyone has something like that still left in them, they'll definitely be able to enjoy this game."
Console/PC, Design, Production

Not too COOL: Majesco stays on NASDAQ thanks to reverse stock split 3
by Christian Nutt [07.03.14]
The troubled New Jersey publisher hangs onto its spot on the stock market by issuing one share of stock for every seven held by its investors.
Console/PC, Social/Online, Business/Marketing

Get a job: Sucker Punch seeks a Lead Mission Designer  
by Staff [07.03.14]
InFamous: Second Son developer Sucker Punch is looking to hire an experienced mission designer to take on a lead role alongside the team in the studio's Bellevue, WA office.
Console/PC, Design, Production, Recruitment

When should you pay YouTubers to play your game, and when should they pay you? 12
by Alex Wawro [07.03.14]
Should you get paid when someone produces videos that prominently feature your game? Should you pay a prominent YouTuber to play your game? Escape Goat 2 developer Ian Stocker explores the issue.
Console/PC, Social/Online, Indie, Production, Business/Marketing, YouTube

Don't Miss: Breaking the NES - Developing Shovel Knight 18
by Gamasutra Community [07.03.14]
Yacht Club Games programmer David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Programming, Art, Audio, Design

World of Warcraft frontman Rob Pardo has left Blizzard 5
by Alex Wawro [07.03.14]
Game industry veteran and World of Warcraft lead designer Rob Pardo has quit his post as chief creative officer of Blizzard Entertainment, ending a 17-year career with the company.
Console/PC, Business/Marketing

Blog: Why cheating matters 6
by Gamasutra Community [07.03.14]
"The biggest cause for concern that I see is the fact that we already know how to make fun games... And now that the market is changing, we are forced to reconsider the games we’re so good at creating."
Console/PC, Design, Business/Marketing

Anti-design philosophies: Quantity design 16
by Gamasutra Community [07.03.14]
"Developers are asking us to take time out of our day, focus on their game, learn their rules, and sometimes even pay them money. Those developers owe it to us to give us something of real value."
Console/PC, Smartphone/Tablet, Indie, Design, Production