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August 28, 2014
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Updates » Design
Don't Miss: The pragmatic, personal nature of Road Not Taken 16
by Alex Wawro [08.05.14]
Studio co-founder Dan Cook opens up to Gamasutra about the development and personal inspiration behind Spry Fox's roguelike puzzler Road Not Taken, as well as why it's coming to PSN.
Console/PC, Indie, Design, Production, Business/Marketing

Art movements in video games: Justwalkingism 50
by Gamasutra Community [08.05.14]
"Thatís what Justwalkingism is: an art movement dedicated to start game design anew, to strip games of the clutter of mechanics that hinder the playerís relation to the world."
Console/PC, Indie, Design

Blog: When is a clone... 22
by Gamasutra Community [08.05.14]
Raph Koster examines the difference between clones, new rules, and new games: "The easiest way to 'invent a new game' as opposed to simply cloning something is to take a ludic artifact and change one significant rule."
Console/PC, Smartphone/Tablet, Design

Reminder: GDC Europe online registration closes tomorrow  
by Staff [08.05.14]
With just a day left until registration closes on August 6 at Midnight UTC, GDC Europe organizers are offering a special registration discount code and a roundup of conference highlights.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Q&A: Brian Fargo shares lessons learned in developing Wasteland 2 Exclusive  
by Alex Wawro [08.05.14]
'Itís only been 20 years Iíve been trying to get here. It wouldnít have happened if not for crowdfunding.'
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Sharing useful game design tenets 5
by Gamasutra Community [08.05.14]
"We know games, we know design, and yet, the young and aspiring devs, who will one day be the stars of our industry are left to figure it out themselves. Itís kind of embarrassing."
Console/PC, Smartphone/Tablet, Indie, Design

80 Days: Building the perfect text adventure for mobile Exclusive 1
by Mike Rose [08.05.14]
I played a mobile game over the weekend that single-handedly changed the way I think about text-based adventure games. That game was 80 Days from Inkle Studios, a non-linear story that contains more than half a million words in total.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

Are eSports pros inherently better than the average player? 7
by Christian Nutt [08.04.14]
Dr. Amine Issa recently conducted research on pro League of Legends players to begin to answer this question.
Console/PC, Design, Business/Marketing

Creative challenges in game development  
by Christian Nutt [08.04.14]
"The road to creating something great is long and harrowing, with many turns and dead-ends along the way. You can't ignore what's right in front of you just because you have a clear destination in mind."
Console/PC, Indie, Design, Business/Marketing

This Week in Video Game Criticism: Do You Really Need Game Jams? 2
by Lana Polansky [08.04.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Lana Polansky on topics ranging from Destiny's one critical design flaw to a rejection of game jams.
Console/PC, Social/Online, Indie, Design, Production

God of War developers to helm UCLA game course  
by Christian Nutt [08.04.14]
Writer Marianne Krawczyk and Sony Santa Monica producer Whitney Wade join up to present a course designed to help understand how creativity and production meet in game development.
Console/PC, Design, Production, Business/Marketing

Video: Designing Assassin's Creed III  
by Staff [08.04.14]
Ubisoft's Steven Masters delivers a design-centric GDC Europe 2013 presentation on a simple topic: how do you approach the practical challenges of designing an Assassin's Creed game?
Console/PC, Design, Production, Video

How prototyping saved our game 4
by Gamasutra Community [08.04.14]
A comprehensive walkthrough of the iteration process on a puzzle game, Robots Need Love Too, which gives a candid look at the prototyping of game mechanics.
Smartphone/Tablet, Design, Production

The challenge-free seascape of Simogo's The Sailor's Dream Exclusive 6
by Leigh Alexander [08.04.14]
Simogo is at it again, teasing a vivid, "challenge-free" seascape in The Sailor's Dream. Simon Flesser talks to Gamasutra about the game's inspirations, and the challenge of knowing what to show.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video

Don't Miss: Keeping up with mobile hit Kim Kardashian: Hollywood Exclusive 51
by Alex Wawro [07.31.14]
Kim Kardashian has conquered everything from cable TV to bottled water with some stupendous branding tactics. Now, the branding maven can add the iOS App Store to her list of conquests.
Design, Business/Marketing, Exclusive

TV star's new superhero game takes cues from improv acting Exclusive 2
by Brandon Sheffield [07.31.14]
Heroes and Hawaii Five-0 actor Masi Oka has started an independent game company. We spoke with him about his new project, and how he was inspired to create it by teaching improv in Japan.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive

GDC 2015 announces call for papers, new advisory board members  
by GDC Staff [07.31.14]
GDC 2015 organizers have opened the Call for Papers, running until August 28th and added advisory board members Brenda Romero and Penka Kouneva.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

From the idea to the final product: Developing Toto Temple Deluxe  
by Gamasutra Community [07.31.14]
This blog post takes you through the design evolution of multiplayer indie game Toto Temple Deluxe -- walking you through the process of making an initial design compelling as a real game.
Console/PC, Indie, Design, Production

GDC Europe reveals talks on Dead Island 2 and Angry Birds  
by GDC Staff [07.31.14]
Senior staff from Yager Interactive and Rovio join the roster of speakers sharing knowledge about the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Smartphone/Tablet, Design, Production, GDC Europe

The puzzle generation workflow in VR game Darknet 2
by Gamasutra Community [07.31.14]
"Every time the player goes through a level, theyíll have to complete at least a couple of puzzles to win. Thatís why itís so critical to make the puzzles unique and challenging."
Console/PC, Indie, Programming, Design