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April 24, 2014
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April 24, 2014
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Updates » Design
Improving freemium design: A Cardinal Quest II analysis  
by Gamasutra Community [04.21.14]
Independent game and monetization designer Ben Sipe takes a close look at turn-based hack-'n'-slash adventure Cardinal Quest II, a free-to-play game from developer randomnine.
Console/PC, Smartphone/Tablet, Indie, Design

Reflections on an indie failure: A StarLicker postmortem 12
by Gamasutra Community [04.21.14]
"StarLicker was an unsuccessful game in almost every way imaginable. We made a lot of mistakes on this project, but through this process, our skill as game developers improved dramatically."
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Q&A: The weird, wacky success that is Goat Simulator Exclusive 9
by Alex Wawro [04.21.14]
Coffee Stain Studios CEO Anton Westbergh explains how a game that started out as a game jam joke became a real, tangible product, and why game developers should lighten up once in a while.
Console/PC, Indie, Serious, Design, Production, Business/Marketing, Exclusive, Video

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

'What's the best game dev educational resource you've ever used?' Exclusive 2
by Staff [04.18.14]
There's a lot of great educational resources out there that can help you refine your game development skills -- the trouble is knowing where to look.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

The long, tricky road to release for musical exploration game Fract OSC Exclusive  
by Mike Rose [04.18.14]
Around four years in the making, psychedelic music exploration adventure Fract OSC is finally getting a well-deserved release.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

Blog: I went to the woods - Tracy Fullerton's Walden 6
by Gamasutra Community [04.18.14]
"Walden has been in development for nearly seven years, and it served as a centerpiece to Tracy Fullertonís musings on what game narrative is evolving towards."
Console/PC, Indie, Design

Meridian: New World is a full-blown classic RTS - made by one person Exclusive 3
by Mike Rose [04.18.14]
When Ede Tarsoly started development of Meridian: New World way back in July 2011, he had a main goal in mind: Create the perfect old-school styled real-time strategy game.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

Reminder: GDC Europe 2014 call for talks ends Monday  
by GDC Staff [04.18.14]
Don't miss the April 21 deadline to submit proposals for talks, roundtables and panel sessions at GDC Europe 2014, which will be held in Cologne, Germany August 11-13.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Can we learn anything from strange old adventure games? 3
by Gamasutra Community [04.18.14]
Leigh Alexander goes retro: "I'm interested in what happens if we apply the let's play format to unexpected titles -- strange old games, or design spaces with defunct or unconventional structures."
Console/PC, Design

Monetization analysis: Crytek's The Collectables 2
by Gamasutra Community [04.18.14]
"On the face of it, one would expect The Collectables to make a big splash on the iOS marketplace. Yet the game has failed to crack the top 200 grossing for iPhone or iPad in the US."
Smartphone/Tablet, Design, Business/Marketing

Understanding the successful relaunch of Final Fantasy XIV Exclusive 10
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot Square Enix's failed MMO into an all-new project.
Console/PC, Design, Production, Business/Marketing, Exclusive

Fear and foreboding are design pillars in The Conjuring House Exclusive  
by Kris Graft [04.17.14]
Former Ubisoft Casablanca developers are tackling the survival horror genre with The Conjuring House. One of Rym Games' co-founders tells us how the studio plans to design for fear.
Console/PC, Design, Exclusive, Video

Developing Bioshock, 'everyone had something to prove' 3
by Alex Wawro [04.17.14]
Eurogamer has published an excellent behind-the-scenes look at the development of Bioshock that includes interviews with lead team members like Jordan Thomas, Paul Hellquist and Ken Levine.
Console/PC, Design, Production

Glitchspace is a first-person programming game Exclusive 1
by Mike Rose [04.17.14]
I've played pretty much every first-person puzzler under the sun, so it's rare to find a game that really throws me a curveball. Glitchspace is very much that curveball.
Console/PC, Indie, Programming, Design, Business/Marketing, Exclusive, Video

Blog: Game monetization design analysis - Clash of Clans 2
by Gamasutra Community [04.17.14]
A look at how Clash of Clans' "well-designed core loop rewards players for being active and promises progress for each return session," based on the devs' own words.
Smartphone/Tablet, Design, Business/Marketing

Procedural, dynamic room generation 7
by Gamasutra Community [04.17.14]
On making a game that evolves as the player plays: "The maps generated with this new technique were much more interesting to navigate, as well as connecting much more fluidly."
Console/PC, Indie, Programming, Design

Can Zynga change? FarmVille 2 launches on mobile today 5
by Christian Nutt [04.17.14]
Zynga needs FarmVille 2, which launches today, to become its crown jewel on mobile -- but is that possible? Gamasutra's Christian Nutt speaks to the developers to find out.
Smartphone/Tablet, Design, Production, Business/Marketing

Designing for empathy, with Papo & Yo dev Minority Media Exclusive 4
by Kris Graft [04.17.14]
For Vander Caballero, designer at Papo & Yo developer Minority Media, his style of games may need a label in order order to thrive.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

School of Dragons postmortem: Juggling PC and mobile dev on an MMO  
by Gamasutra Community [04.16.14]
An in-depth look back at the development of School of Dragons, with an eye toward production process and live services -- and challenges hit when the game changed platforms during development.
Programming, Design, Production