Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 4, 2015
arrowPress Releases
March 4, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Goat Simulator's wild ride to success: A 'strange' postmortem 7
by Gamasutra Community [02.23.15]
"We’ve discarded a large part of game development practices that are usually fundamental to how you make games. We’ve made a game in a way we never thought we would, and it actually worked."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Road to the IGF: McClure and Brough's Become a Great Artist in Just 10 Seconds  
by Kris Graft [02.20.15]
Become a Great Artist in Just 10 Seconds is about chaos, confusion, and creation. Creators Michael Brough and Andi McClure tell us a bit about making the game, as part of our Road to the IGF series.
Indie, Programming, Art, Design, Video, IGF

Don't Miss: The history of Civilization 1
by Benj Edwards [02.20.15]
This classic 2007 feature follows the career of industry icon Sid Meier as he established himself and created the influential turn-based strategy epic Civilization.
Console/PC, Programming, Design, Production

Metroidvania maker: Axiom Verge's Tom Happ on the genre  
by Christian Nutt [02.20.15]
As part of Christian Nutt's Metroidvania feature he interviewed a lot of devs; many of their insights are compelling to stand alone -- so here's the full interview with Axiom Verge's Tom Happ.
Console/PC, Indie, Design, Business/Marketing

Romance in Sunless Sea: 'A fleeting clench-and-wriggle in the dark'  
by Gamasutra Community [02.20.15]
"Players seem to have enjoyed their illicit flings - and they seem to have engaged more deeply with the officers as a result. We've achieved what we set out to, and I’d always rather leave players asking for more."
Console/PC, Indie, Design

There is only concept: Frozen Cortex and the art of standing out 3
by Gamasutra Community [02.20.15]
"Unless you’ve made a Darkest Dungeon, Five Nights at Freddy’s or Plague Inc, something which takes on a life of its own... you have to attempt to put aside the fatigue and get other people excited."
Console/PC, Indie, Design, Production, Business/Marketing

Ten expert speakers tackle big ideas in the GDC 2015 Microtalks  
by Staff [02.20.15]
Attend GDC 2015's Microtalks session to see ten brief, rapid-fire talks about the philosophy, history and futures of the design, art and culture of games and play, all packed into a single hour.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Business/Marketing, GDC

Finally, some details about what Magic Leap actually is 15
by Phill Cameron [02.20.15]
MIT Technology Review has some details about what Magic Leap is, and how it works.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Road to the IGF: Down to the Wire's Ice-Bound Exclusive  
by Christian Nutt [02.19.15]
An interactive novel and an augmented reality game that got kicked off by the suggestion to create a project to "imagine the future of the book," Ice-Bound is an IGF Excellence in Narrative finalist.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, IGF

Don't Miss: Making decisions interesting in games 29
by Jon Schafer [02.19.15]
In this classic feature Jon Shafer, who previously led development of Civilization V at Firaxis, explains how it's possible to create a game full of "very interesting and very difficult decisions."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: In mobile games, a little social can go a long way  
by Gamasutra Community [02.19.15]
"These games are meant to be played over a very long period of time. They are basically toned-down massively multiplayer online games. After a little while the only changing thing is other players."
Smartphone/Tablet, Design

Road to the IGF: Ben Esposito's Donut County Exclusive  
by Christian Nutt [02.19.15]
Did you ever want to be a hole? Gamasutra speaks to Ben Esposito about Excellence in Visual Art nominee Donut County, its pleasant pastel visuals, and its gentle provocation.
Indie, Art, Design, Production, Exclusive, Video, IGF

The rise and fall, and rise again, of game design rules 4
by Gamasutra Community [02.19.15]
"Keep in mind that any rule will probably be a personal, aesthetic choice that governs that person as a creator. Those rules can be fascinating and informative, but they are far from absolute."
Console/PC, Design

Blog: The appeal of hunting monsters 14
by Gamasutra Community [02.19.15]
"Monster Hunter seems, to me, like the kind of game that won't be around much longer. It's a little amazing that this game exists at all, given the current gaming ecosystem."
Console/PC, Design

Postmortem: E-Line Media and Upper One Games' Never Alone Exclusive 1
by Grant Roberts [02.19.15]
Lead game designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' Alaska Native cultural touchstone Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Road to the IGF: SuperChop Games' Ephemerid Exclusive  
by Leigh Alexander [02.18.15]
Ephemerid: A Musical Adventure is a "rock fairy tale about a paper mayfly," brought to life by its unique classical guitar soundtrack. We catch up with SuperChop Games about the Excellence in Audio nominee.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Don't Miss: An Alternative to Achievements 73
by Keith Burgun [02.18.15]
In this classic feature, designer Keith Burgun examines the concept of achievements: how they're used, how they might be used in the future, and how they might even change totally -- for the better.
Console/PC, Design, Business/Marketing

Road to the IGF: Klei Entertainment's Invisible, Inc. Exclusive  
by Alex Wawro [02.18.15]
As part of our ongoing Road to the IGF series of interviews with IGF award-nominated devs, we caught up with Klei's Jason Dreger and James Lantz to find out what inspired the design of Invisible, Inc.
Console/PC, Indie, Design, Production, Exclusive, IGF

Level design: Doom's 'horseshoe' 12
by Gamasutra Community [02.18.15]
"The horseshoe is a very simple way of making sure that the player is likely to look at every wall of a room, which they wouldn't necessarily do if was a straight line to the exit."
Console/PC, Design

The makers of Never Alone talk story and art design at GDC  
by Staff [02.18.15]
At GDC 2015, a number of the Never Alone development team explore how developers can best make games that amplify and carry on the storytelling traditions of different cultures.
Console/PC, Indie, Art, Design, GDC