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April 16, 2014
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Updates » Design
Blog: Games, gambling, and the psychology of the near-miss 3
by Gamasutra Community [04.10.14]
"Put simply, the near-miss is a psychological 'pseudo-reward' in which failures are seen as 'nearly successful.' In games of skill, near misses offer useful feedback and encourage improvement."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Designing the surprise mobile game hit, Monument Valley Exclusive 7
by Kris Graft [04.10.14]
Monument Valley raced to the top of the App Store charts last week, coming virtually out of nowhere. Lead designer Ken Wong tells us about designing a game that stands out from the crowd.
Smartphone/Tablet, Indie, Art, Design, Exclusive, Video

Obituary: Pinball, video game artist and designer Python Anghelo 2
by Christian Nutt [04.09.14]
Python Anghelo, designer of the classic Pin-Bot tables and arcade hit Joust, has succumbed to cancer, according to a post on his GoFundMe page.
Console/PC, Art, Design

Goat Simulator: The power of free updates over paid DLC 12
by Gamasutra Community [04.09.14]
"You might argue that companies arenít charities, and that everything that costs has to be recouped, but having a good relationship with players is the best long-term investment you can make."
Console/PC, Indie, Design, Business/Marketing

Blog: Can we make good games for everybody? 14
by Gamasutra Community [04.09.14]
"I try to act as I perceive right and moral. Hence itís my opinion that what we seek is to treat everyone with equality."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Reimagining the audio of kids' games, rediscovering a passion for game dev 2
by Gamasutra Community [04.09.14]
"The game became a labor of love for my own kids, to help them learn math, listening skills, to have a positive early experience with technology and, more even more than that, to simply make them happy."
Smartphone/Tablet, Audio, Design, Production

Enemy Mind: Straying from tradition to feel like a classic 7
by Gamasutra Community [04.09.14]
"Shortly into development, it became clear that 'you can be anything' was such a powerful mechanic that it was disrupting the traditional components of a shmup."
Console/PC, Design

Blog: Of money, games and trust 10
by Gamasutra Community [04.09.14]
"What IS fair? What is that model to pay for games -- and game devs -- which is intrinsically ethical, honest, and rewarding towards true talent and dedication?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Ryan Payton and the infinite Republique Exclusive  
by Leigh Alexander [04.09.14]
When Ryan Payton began his $500,000 crowdfunding campaign for an episodic, high-end stealth game for iOS, the market for AAA-like games on iOS, let alone episodic ones, hadn't yet been proven.
Smartphone/Tablet, Programming, Art, Design, Exclusive

Creating Contactics, a game on a business card  
by Gamasutra Community [04.09.14]
"I wanted a simple game, which would not take long to learn but dynamic enough to provide different playthroughs. I wanted to prove it was possible."
Indie, Design, Production, Business/Marketing

Q&A: Hearthstone heralds new challenges for Blizzard on mobile Exclusive 2
by Alex Wawro [04.08.14]
Gamasutra sat down to chat briefly with Blizzard's Jason Chayes and Bryan Chang about the trials and triumphs they faced while developing and launching Hearthstone for iPad.
Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive

Video: Frog Fractions creator finds value in keeping secrets 4
by Alex Wawro [04.08.14]
Jim Crawford, the man behind Twinbeard Studios and the creator of Frog Fractions, shares his thoughts on how and why developers should cultivate a sense of mystery in their games.
Console/PC, Indie, Design, Video

Blog: Valve, Steam, and empowering visual creatives  
by Gamasutra Community [04.08.14]
"I think that a lot of these suggestions could be leveraged to make a stronger product, community, and empower a new generation of creatives."
Console/PC, Indie, Art, Design, Business/Marketing

Apogee Software: When the sultans of shareware went retail Exclusive GDMag Exclusive  
by Alexander Antoniades [04.08.14]
In this reprint from the February 1995 issue of Game Developer magazine, editor-at-large Alexander Antoniades describes Apogee Software's attempt to move beyond shareware development.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive

Epic talks tools, tech and future of UE4 at upcoming U.K. dev day  
by Alex Wawro [04.08.14]
Unreal Engine 4 subscribers can now register for a free ticket to Epic's next Unreal Developer Days event, which will take place next week -- April 17 -- at Staffordshire University in the U.K.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Single servings of story: Lessons from Wind Waker 4
by Gamasutra Community [04.08.14]
"The Legend of Zelda: The Wind Waker is pretty damn great, isnít it? But would you ever go see the movie version or read the novelization? I should hope not."
Console/PC, Indie, Design

Q&A: Smaller is better for Child of Light writer Jeffrey Yohalem Exclusive 3
by Alex Wawro [04.08.14]
Now that development on Ubisoft Montreal's Child of Light is complete, Gamasutra caught up with lead writer Jeffrey Yohalem to learn more about what it's like to go from a big game (Far Cry 3) to a small one.
Console/PC, Design, Production, Exclusive

Video: #1ReasonToBe panel inspires standing ovation at GDC 2014 3
by GDC Staff [04.07.14]
GDC 2014 saw the triumphant return of one of the conferenceís most popular sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Get a job: Vicarious Visions is looking to hire a game designer  
by Staff [04.07.14]
Skylanders Swap Force developer Vicarious Visions is on the hunt for a game designer to join the team in their Albany, NY office.
Console/PC, Design, Recruitment

This Week in Video Game Criticism: Of Assassins and Game Jams  
by Kris Ligman [04.07.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including the meltdown of GAME_JAM and what Assassin's Creed gets right about race.
Console/PC, Social/Online, Indie, Design