Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 22, 2014
arrowPress Releases
July 22, 2014
PR Newswire
View All





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


Updates » Design
The use of genre stereotype in game narrative 10
by Gamasutra Community [06.24.14]
"I donít mean offensive stereotypes, I mean genre stereotypes... Stereotypes are useful when it comes to cutting down on the amount of exposition youíll need to feed players."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

GDC Europe 2014 adds notable talks from Double Fine and Paradox 1
by Staff [06.24.14]
A look at emergent gameplay in Crusader Kings II and a discussion of dialog in Double Fine games will be part of the session lineup for GDC Europe 2014, which is being held in Germany this August.
Console/PC, Indie, Programming, Design, Production, GDC Europe

Q&A: Telling human stories of the Great War with Valiant Hearts Exclusive 14
by Alex Wawro [06.24.14]
Two lead developers on Ubisoft Montpellier's Valiant Hearts explain why they made a cartoonish adventure game inspired by soldier's letters and other somber artifacts of the First World War.
Console/PC, Design, Production, Exclusive, Video

How a new studio made Wolfenstein make sense in 2014 1
by Christian Nutt [06.23.14]
"'Okay, you have this musclebound '80s action hero. How do we turn him into a relatable, interesting human being?' [laughs] That type of decision is so much more interesting than if we had just turned him into another Nathan Drake clone."
Console/PC, Design, Production

This Week in Video Game Criticism: Revolutionary Assassins and Phil Fish 2
by Kris Ligman [06.23.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the historical case for playable women in Assassin's Creed to everyone's opinion on Phil Fish.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Can games teach us to die? 2
by Gamasutra Community [06.23.14]
"Somewhere on the list of game design truisms is the idea that players should feel like their actions are meaningful. Which is unfortunate because it puts the theme of futility at a discount, almost excluding it from games by definition."
Console/PC, Indie, Design

Asking why: Finding fans through inspiration 6
by Gamasutra Community [06.23.14]
"The reason you chose Transistor isn't the description or price; it's because Bastion, because of that trailer, because of that music! You pick Supergiant because of their WHY."
Console/PC, Indie, Design, Business/Marketing

Memento: A talk on tutorials  
by Gamasutra Community [06.23.14]
"When we see writing or signs we know something is wrong. We have a clear intrusion into our basic reality. It breaks immersion and becomes an issue of control."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

Quadrilateral Cowboy: Good old-fashioned digital bliss Exclusive 1
by Leigh Alexander [06.23.14]
We talk to Blendo Games' Brendon Chung about Quadrilateral Cowboy, his love letter to a 1980s style vision of hacking complete with chunky old tech and staticky, tactile virtual space.
Console/PC, Indie, Programming, Art, Design, Exclusive

'How has the rise of YouTubers affected how you make games?' Exclusive 5
by Staff [06.20.14]
There's been a lot of talk about how the proliferation of game-focused YouTube channels changes how we discuss games, but there's more to learn about how this is affecting game development itself.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing, Exclusive, YouTube

What does a game designer do, exactly? 6
by Liz England [06.20.14]
Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer the question "so what does a game designer do, exactly?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Storytelling in Wolfenstein: The New Order 17
by Kris Graft [06.20.14]
Jens Matthies, creative director on Machine Games' Wolfenstein: The New Order, is all about aligning player and protagonist motivations when telling a story in a video game.
Console/PC, Design

After Battlefield 4, EA and DICE are changing how they make games 8
by Alex Wawro [06.20.14]
Electronic Arts CEO Andrew Wilson and DICE chief Karl-Magnus Troedsson claim they're changing their approach to game development in the wake of Battlefield 4's troubled launch.
Console/PC, Design, Production, Business/Marketing

Get a job: Firaxis is looking to hire a Lead Audio Designer  
by Staff [06.20.14]
The folks working on Civilization: Beyond Earth are looking for an experienced audio designer to do sound effect work and music composition out of their studio in Baltimore.
Console/PC, Design, Production, Business/Marketing, Recruitment

Leadwerks devs can remix and publish games without approval via Steam Workshop 1
by Alex Wawro [06.20.14]
The latest update to the Leadwerks Game Engine adds Steam Workshop support, allowing developers on the low-profile, Linux-focused engine to share assets and even full games without restriction.
Console/PC, Indie, Design, Production, Business/Marketing

Love, romance, sex in games: A Lyst Summit report 7
by Gamasutra Community [06.20.14]
"There was great food, dancing, swimming, cupcakes, the spoiler boat, painting nails and even a chocolate fountain to be had. Granted, there was little sleep to be had, but thatís a price gladly paid."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Identifying the gender disparity in games 44
by Gamasutra Community [06.20.14]
"The results I ended up with were ultimately not surprising, though I was happy to see that the average percentage of games with female protagonists were higher than initially reported."
Console/PC, Art, Design

The essential building blocks of stealth gameplay 7
by Gamasutra Community [06.20.14]
An in-depth look at the gameplay systems that exist in the stealth game genre -- with examples taken from prominent games and an overall understanding of what makes stealth unique.
Console/PC, Smartphone/Tablet, Design

The story of how The Sims got same-sex relationships - in 1999 3
by Christian Nutt [06.19.14]
"It was a magical moment when my first same-sex Sims couple kissed. I still sometimes wonder how in the world I got away with it." - The Sims Programmer Patrick J. Barrett III
Console/PC, Programming, Design

Video: Industry veterans explore video games as art  
by Alex Wawro [06.19.14]
The Museum of Contemporary Art in L.A. is releasing episodes of its game-centric documentary series "Art in Video Games Los Angeles" for free on YouTube.
Console/PC, Indie, Design, Production, Business/Marketing, Video