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July 29, 2014
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Updates » Design
5 tips for making a cross-platform game for mobile and PC Exclusive 12
by Mike Rose [07.07.14]
Many studios right now are attempting to build and release games for both mobile and PC platforms, and it's fair to say that many such attempts aren't going off without a hitch.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Video blog: History, slavery, and violence in Assassin's Creed 2
by Gamasutra Community [07.04.14]
A look at "slavery and black life in the 18th Century Atlantic World" and its portrayal in the Assassin's Creed series from college professor Bob Whitaker and historian Jessica W. Luther.
Console/PC, Design

Video: Designing for mystery in Kentucky Route Zero  
by Staff [07.04.14]
As part of the GDC 2014 Independent Games Summit, Cardboard Computer's Jake Elliott speaks briefly about how their development process evolved to focus on creating mystery, rather than puzzles.
Console/PC, Indie, Art, Audio, Design, Production, Video, Vault

Hotline Miami's Jonatan Soderstrom on inspiration, collaboration 1
by Gamasutra Community [07.04.14]
"A lot of the ideas are based on tiny things I see in other people's games, other ideas come from paintings, movies, comics or books that do interesting things I haven't encountered before."
Console/PC, Indie, Design, Production

Can joy be more 'adult' than violence? Exclusive 28
by Leigh Alexander [07.04.14]
"Adult content" rules commercial games -- but repetitive, blistering violence gets dull. Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy, as an alternative quality of mature games.
Console/PC, Indie, Programming, Art, Design, Exclusive

How Nintendo created Splatoon for the kid in all of us 9
by Christian Nutt [07.03.14]
"I think everyone kind of remembers being a kid and would be like, 'Great, I'm just going to go crazy.' I think if anyone has something like that still left in them, they'll definitely be able to enjoy this game."
Console/PC, Design, Production

Get a job: Sucker Punch seeks a Lead Mission Designer  
by Staff [07.03.14]
InFamous: Second Son developer Sucker Punch is looking to hire an experienced mission designer to take on a lead role alongside the team in the studio's Bellevue, WA office.
Console/PC, Design, Production, Recruitment

Don't Miss: Breaking the NES - Developing Shovel Knight 18
by Gamasutra Community [07.03.14]
Yacht Club Games programmer David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Programming, Art, Audio, Design

Blog: Why cheating matters 6
by Gamasutra Community [07.03.14]
"The biggest cause for concern that I see is the fact that we already know how to make fun games... And now that the market is changing, we are forced to reconsider the games we’re so good at creating."
Console/PC, Design, Business/Marketing

Anti-design philosophies: Quantity design 16
by Gamasutra Community [07.03.14]
"Developers are asking us to take time out of our day, focus on their game, learn their rules, and sometimes even pay them money. Those developers owe it to us to give us something of real value."
Console/PC, Smartphone/Tablet, Indie, Design, Production

GDC Europe 2014 reveals new talks from Epic Games and Wooga  
by Staff [07.03.14]
Senior talent from Epic Games and Wooga join the lineup of speakers exploring the art and business of making mobile games at GDC Europe 2014 this August in Cologne.
Console/PC, Social/Online, Smartphone/Tablet, Art, Design, Production, Business/Marketing, GDC Europe

Stepping beyond the shooter: Developing The Division Exclusive 11
by Christian Nutt [07.03.14]
Speaking to David Polfeldt, developer of Tom Clancy's The Division, it's clear that he has ambitions to do more with his game than present another twitch shooter -- and to do more with storytelling.
Console/PC, Design, Exclusive

Video: Building on an App Store success with Badland  
by Staff [07.02.14]
As part of the GDC 2014 Independent Games Summit, Badland co-creator Johannes Vuorinen shares what he learned developing, launching and maintaining an award-winning mobile game.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video, Vault

Q&A: Double Fine's Anna Kipnis digs into the mechanics of good dialog 1
by GDC Staff [07.02.14]
The Double Fine senior gameplay programmer and experienced public speaker explains her inspiration for pitching an indie-focused talk about dialog system design at GDC Europe 2014.
Console/PC, Indie, Programming, Audio, Design, Production, GDC Europe

Don't Miss: Shining a light on our women heroes problem Exclusive 134
by Leigh Alexander [07.02.14]
Spurred on by advertising for Rise of the Tomb Raider, Leigh Alexander reflects on the problematic trend of defining women heroes primarily through the trauma they've endured.
Console/PC, Programming, Design, Exclusive

Looking back at what it felt like to launch Towerfall: Ascension 1
by Alex Wawro [07.02.14]
A new Polygon feature about Towerfall developer Matt Thorson sheds light on the game's origins and Thorson's unique development situation as a resident of the Canadian "Indie House."
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Don't simply ask for more female characters 46
by Gamasutra Community [07.02.14]
"I wouldn’t expect much from a female character that was added just for the sake of adding her... I want to see more games with female characters, but I want those characters to mean something more."
Console/PC, Indie, Design, Production, Business/Marketing

Space Colors: The iterative process 2
by Gamasutra Community [07.02.14]
How establishing a good workflow and a few design tenets can result in quick execution of a game design -- and take a game jam idea to a finished game.
Smartphone/Tablet, Indie, Design, Production

The Chinese Room's melancholy and refreshing Rapture Exclusive 7
by Leigh Alexander [07.02.14]
Leigh Alexander visits The Chinese Room to see Everybody's Gone to the Rapture -- a uniquel melancholy and distinctly English apocalypse, created by a team with a refreshing attitude to sustainability.
Console/PC, Indie, Design, Exclusive

Don't Miss: How and why Sega is reinventing Sonic the Hedgehog 17
by Christian Nutt [07.01.14]
Gamasutra speaks to Sega of America producer Stephen Frost about Sonic Boom and Sega's new, centralized management of the IP -- and what it means for the beloved franchise.
Console/PC, Design, Business/Marketing