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May 18, 2013




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Updates » Console/PC
Blog: A quick look at April's Xbox Live Arcade arcade sales  
by Gamasutra Community [05.01.13]
Ryan Langley is a level designer at Halfbrick by day, an Xbox Live Arcade sales guru by night. See how many players Trials, Dust, Terraria and other games gained this past month.
Console/PC, Social/Online, Business/Marketing

Here's what makes Ludum Dare so special Exclusive 3
by Mike Rose [05.01.13]
Sometimes the hardest part about developing a game is actually getting started. The Ludum Dare online game jam had its biggest turnout over the weekend, and moved hundreds to turn their ideas into reality.
Console/PC, Indie, Design, Exclusive

Gearbox, Sega sued over alleged Aliens discrepancies 18
by Mike Rose [05.01.13]
A lawsuit filed this week claims that Sega and Gearbox knowingly lied to consumers by releasing show demos for space shooter Aliens: Colonial Marines that were unrepresentative of the final product.
Console/PC, Business/Marketing

Analysis: What's selling in the UK? 2
by Gamasutra Community [05.01.13]
Gamasutra's Matt Matthews preps a quick breakdown of 2013 software sales in the UK, showing the surprising strength of retail PC games, the state Nintendo's platforms, and Xbox's battle against PlayStation.
Console/PC, Business/Marketing

Crowdfunding's hits and misses GDMag Exclusive 3
by Staff [05.01.13]
Game Developer magazine speaks to Double Fine, Brenda Romero, and Chris Roberts in this sprawling article which takes in best practices and lessons learned -- including the harsh ones.
Console/PC, Indie, GD Mag, Business/Marketing, GD Mag Exclusive

EVO's fighting game gurus are trying something completely different 1
by Kris Ligman [04.30.13]
EVO co-founders Tom Cannon and Tony Cannon's newest endeavor, Stonehearth is a community-based city-building MMO in which players can create their own models and script new behaviors using Lua.
Console/PC, Indie, Programming, Design

Blog: Fixing Steam Greenlight: One indie's perspective 7
by Gamasutra Community [04.30.13]
His game may never make it onto Steam -- and while he waits, this indie dreams up ways Valve could radically revamp its approval system.
Console/PC, Indie, Business/Marketing

Designing a machine that makes Mario levels 1
by Gamasutra Community [04.30.13]
This blog post explores the Infinite Super Mario Bros. project -- an attempt to build and refine a series of programs for procedurally generating a variety of Mario levels.
Console/PC, Indie, Programming, Design

Nintendo's not ready for the cloud (or the cloud isn't ready for Nintendo) 12
by Mike Rose [04.30.13]
"I do not think that acquiring a cloud gaming company will in any way improve our performance." - Nintendo president Satoru Iwata doesn't believe that cloud gaming is worth investing in at this point in time.
Console/PC, Business/Marketing

Watch how Oculus Rift can put your virtual self in a game  
by Mike Rose [04.30.13]
Independent developer Kelly Weaver has combined the technology of the Oculus Rift virtual reality visor with a pair of Razer Hydra motion controllers, to create a full body awareness demo.
Console/PC, Design, Video

Blog: 7 essential elements of a game story 5
by Gamasutra Community [04.30.13]
Fresh from a week of working out the story of his latest game, indie developer Paul Sztajer offers a rumination on what he thinks stories in games need to have.
Console/PC, Indie, Design, Business/Marketing

Can Nintendo turn things around in a year? 26
by Staff [04.30.13]
In the wake of Nintendo's disappointing results, Gamasutra analyst Matt Matthews dives into the numbers and tests president Satoru Iwata's claims about whether it can reach its 2014 targets.
Console/PC, Business/Marketing

An interview with the co-founder of 3D Realms - from 1997  
by Gamasutra Community [04.30.13]
This Q&A with Apogee/3D Realms co-founder Scott Miller offers an interesting snapshot of the mindset of a game studio boss in the late 90s, on the heels of Duke Nukem 3D's success.
Console/PC, Indie, Design, Business/Marketing

Starbound pre-orders total $1M in three weeks 3
by Mike Rose [04.30.13]
Team Chucklefish, the team behind upcoming sandbox-styled space game Starbound, has taken $1 million in pre-orders since it launched the payment options just under three weeks ago.
Console/PC, Indie, Business/Marketing

How to tell the internet about your new YouTube video 5
by Gamasutra Community [04.30.13]
Videos help your game stand out -- but it's hard to quantify their impact. In this post, Ryan Creighton (Sissy's Magical Ponycorn Adventure) shares facts and figures on his campaign for Spellirium.
Console/PC, Indie, Business/Marketing

Video: Game Design Challenge determines humanity's last game  
by GDC Vault Staff [04.29.13]
Game Design Challenge winners from the past 10 years gathered at GDC 2013 to share their designs for the last game that humanity will ever play; only one walked away grand champion, by audience vote.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video

Blog: An argument for Android over consoles 5
by Gamasutra Community [04.29.13]
Jasper Smith thinks Android game devices will eclipse consoles -- which makes sense, as he's CEO PlayJam, the company behind the Android-based GameStick. But biases aside, he might have a point.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

This Week in Video Game Criticism: From Magic to Dragon's Crown 1
by Johannes Köller [04.29.13]
This week, our partnership with game criticism site Critical Distance brings us picks from Johannes Köller on topics including Dragon's Crown, how magic is modeled in games, and more.
Console/PC, Indie, Art, Design

5 tips for humor, from Far Cry 3: Blood Dragon's creative lead Exclusive 11
by Kris Ligman [04.29.13]
Gamasutra chats with Dean Evans, creative director of the upcoming nostalgia-fueled first-person shooter Far Cry 3: Blood Dragon, on how to do 80s cheese the right way.
Console/PC, Design, Production, Exclusive

Finding success in games 'is kind of a crap shoot' these days  
by Kris Ligman [04.29.13]
"A small four-man studio can crank out what looks like an unfinished game and make millions." The Behemoth devs share their thoughts on the 'serendipity' of market instability.
Console/PC, Indie, Production, Business/Marketing