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April 20, 2014
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April 20, 2014
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Updates » Design
Postmortem: 'The many mistakes we made while making Little Inferno' 1
by Mike Rose [03.17.14]
Kicking off the IGS this morning, Tomorrow Corporation's Kyle Gray talked candidly about the development, launch and marketing issues behind 2012 fireplace simulator Little Inferno.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC

This Week in Video Game Criticism: Discussion from a Critical Proximity  
by Cameron Kunzelman [03.17.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics including the first ever Critical Proximity conference and a chat on Titanfall.
Console/PC, Indie, Design

Durations: Designing games that can last longer than a lifetime  
by Gamasutra Community [03.17.14]
With One Second Typing Tutor and One Millenium Avant-Garde Band, Pippin Barr's Durations contains 10 games, and one you can't possibly hope to complete in a lifetime.
Console/PC, Indie, Design

5 Years of Level Design in a Day: Looking back, Looking forward 2
by Gamasutra Community [03.17.14]
GDC's Level Design in a Day tutorial has been a highlight of the show, and in this post, moderator Coray Seifert takes a look at what attendees have learned and what they have to look forward to.
Console/PC, Design

Breaking down the game features that lead to revenue 12
by Gamasutra Community [03.17.14]
A former Zynga and Microsoft producer looks at the monetization stack: "When you pitch a game, you're often asked how you're going to make money. Monetization stack helps you answer that question."
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Q&A: Why Vlambeer returned to its roots with Luftrausers Exclusive  
by Kris Ligman [03.17.14]
Gamasutra catches up with Vlambeer's Rami Ismail to chat Luftrausers, a remake of the team's 2011 game jam experiment which Ismail considers the pinnacle of the studio's essential style.
Console/PC, Indie, Art, Audio, Design, Exclusive, Video

Road to the IGF: Michael Brough's Corrypt Exclusive 1
by Alex Wawro [03.14.14]
Designer/artist Michael Brough explains the design process of his Sokoban-esque Corrypt and the value he found in building a game about "making a right mess of the world so that a number can go up."
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

Level Design In A Day bootcamp returns to GDC 2014  
by GDC Staff [03.14.14]
GDC 2014 staff highlight one of many bootcamps and tutorials happening during next week's conference, featuring speakers from Bethesda, Naughty Dog and Epic Games.
Console/PC, Indie, Design, GDC

No Service: Train Jam Day 1 4
by Kris Graft [03.14.14]
Gamasutra editor-in-chief Kris Graft is taking the Train Jam to GDC, and here he writes about Day 1 of the mobile game jam that's making its way across the U.S. right now.
Console/PC, Indie, Design, Production

Blog: Start before you have an idea 9
by Gamasutra Community [03.14.14]
No idea for a game? "This is a common source of paralysis that I hear pretty often from people trying to get started. Let's look at some ways of bypass these barriers and get back to game making."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

The end of Versu: Emily Short looks back 1
by Christian Nutt [03.14.14]
Linden Labs cut off development of Versu, mothballed the completed games created using the interactive fiction, and let developer Emily Short go. Gamasutra speaks to her about what she accomplished.
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Card Hunter coming to mobile courtesy of new studio DropForge 1
by Alex Wawro [03.14.14]
Seattle-based DropForge Games confirmed today that it has partnered with Australian studio Blue Manchu to bring Manchu's free-to-play browser-based game Card Hunter to mobile devices.
Console/PC, Smartphone/Tablet, Design

Video: Learn more about the legends of game design from GDC 1997  
by GDC Staff [03.14.14]
Industry legends Nolan Bushnell, Chris Roberts, and John Romero share stories about Atari, Wing Commander, id Software, and more in a panel from the 1997 Computer Game Developers Conference.
Console/PC, Design, Production, Video, Vault

Road to the Student IGF: Hafiz Azman on Rhythm Doctor Exclusive 1
by John Polson [03.14.14]
Street dance, the human heart, music composition, and polyrhythms all influence this Rhythm Heaven-like, one-button beat keeper, made by two University of Cambridge students during their vacations.
Console/PC, Indie, Design, Exclusive, Video, IGF

Making a game to fight cancer - Play to Cure: Genes in Space 1
by Christian Nutt [03.14.14]
Developer Guerilla Tea explains the ups and downs of creating a mobile game that sifts through raw data to help cancer researchers find a cure.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Select PSN users stumble upon digital game rental options 4
by Alex Wawro [03.14.14]
Screenshots depicting non-functional 1-day and 7-day rental options for select games on PlayStation Network are circulating online today in the wake of Sony's most recent weekly PlayStation Store update.
Console/PC, Design

GDC 2014: Our lecture recommendations for press  
by Simon Carless [03.14.14]
"Both for the benefit of press that might not have spotted them yet, and for those people who want to see some of the 'newsier' (and some of the worthwhile and less news-y) talks at the show."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Road to the IGF: Tale of Tales' Luxuria Superbia Exclusive  
by Christian Nutt [03.14.14]
Tale of Tales spreads sex and joy with its Nuovo Award nominee Luxuria Superbia, and Gamasutra speaks to the creative duo to find out more about the thinking behind it.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

Mark Cerny and Mike Capps kick off GDC 2014 next week  
by GDC Staff [03.14.14]
Check out a few select GDC 2014 talks that exemplify the breadth and depth of the conference programming, especially the Main Conference show opener: a Flash Forward session headlined by Mark Cerny and Mike Capps.
Console/PC, Indie, Design, Production, GDC

Crytek goes mobile: The challenge of developing The Collectables 1
by Christian Nutt [03.14.14]
Going from developing Ryse to developing on the iPad -- Crytek's Hungary studio has made a huge pivot. Its head Kristoffer Waardahl tells Gamasutra all about the challenges.
Console/PC, Smartphone/Tablet, Programming, Design, Production, Business/Marketing