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April 23, 2014
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April 23, 2014
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Updates » Design
This is Project Morpheus, Sony's prototype VR headset 19
by Alex Wawro [03.18.14]
Sony has given a name to its long-rumored VR headset -- Project Morpheus -- and revealed a prototype version of the hardware during a Sony-sponsored GDC 2014 session led by Shuhei Yoshida.
Console/PC, Design, GDC

Using rivalry and respect to push video game romances forward 10
by Mike Rose [03.18.14]
For Chris Dahlen of Mad*Pow, romances in video games are great and all... but what if we explored relationships that didn't exist within a single integer?
Console/PC, Indie, Design, GDC

Molyneux shares his strategy for indie development 5
by Alex Wawro [03.18.14]
The creator of Populous opened up about his experiences as an indie developer and his thoughts on how to best develop and launch your own indie game during a recent talk at GDC 2014.
Console/PC, Smartphone/Tablet, Indie, Design, GDC

Winning players' attention with game writing  
by Simon Parkin [03.18.14]
A panel of experienced game-writers offered advice on how to hook a player into a gameís story within its first five minutes at GDC today.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

Extrasolar and the perils of reverse-engineering other gamesí success  
by Simon Parkin [03.18.14]
Attempting to reverse-engineer successful games can be a worthwhile exercise, but there are some important things to consider, said Rob Jagnow, creator of Extrasolar.
Social/Online, Indie, Design, GDC

How Super Time Force was informed by quantum physics  
by Brandon Sheffield [03.18.14]
Super Time Force ambitiously allows multiple realities and multiple timelines to exist in the same visual and temporal space. To make it work, Capy turned to concepts from quantum physics.
Console/PC, Indie, Design, GDC

Unity 5.0 announced, with direct-to-web, plugin-free publishing 28
by Gamasutra Community [03.18.14]
Gamasutra speaks to Unity CEO David Helgason about the latest version of the popular game engine, which adds new lighting and audio features, and WebGL support.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, GDC

'Magical Numbers' in board and card game design  
by Gamasutra Community [03.18.14]
"In the course of designing... I again had occasion to wonder if there is some kind of 'sweet spot' or 'magical number' of pieces and spaces for a board game (or any other kind, for that matter)."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Sony releases open source game development toolset 1
by Alex Wawro [03.18.14]
Sony announced today that its Authoring Tools Framework software, which helped build games like The Last Of Us, is now available to download and use for free under the Apache 2.0 open source license.
Console/PC, Indie, Programming, Design

Blog: The design and story of Shadow of the Colossus 4
by Gamasutra Community [03.18.14]
"I personally believe that a work of art in general, or an element of it, is worth more for the power and the depth of its mark onto our memory than for the emotion we feel at the time we experience it."
Console/PC, Design

From zombie apocalypse to L.A. Cops: What's new from Modern Dream Exclusive  
by Kris Ligman [03.18.14]
Modern Dream founder Ollie Clarke, coming away from the success of last year's Typing of the Dead: Overkill, reveals two new projects -- including the studio's next game, retro shooter L.A. Cops.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Exclusive, Video

Why game design should feel like taking your player out on a date 3
by Alex Wawro [03.17.14]
Campo Santo's Sean Vanaman spoke at GDC 2014ís Narrative Summit about how designers can create immersive narratives by designing games with an eye towards helping players suspend their disbelief.
Console/PC, Indie, Design, GDC

'Plot is overrated': Game narrative is all about your characters 22
by Mike Rose [03.17.14]
"Plot is highly overrated... focus on character." - Tom Abernathy, narrative lead at Riot Games, and Richard Rouse III of Microsoft Game Studios, discuss structure for narrative in video games.
Console/PC, Design, GDC

From AAA to academia: What industry veterans have learned 1
by Leigh Alexander [03.17.14]
Brenda Romero, John Romero, Warren Spector and Richard Lemarchand are all veteran game designers who became educators. On a panel, the four talked about the unique challenges and opportunities.
Console/PC, Social/Online, Indie, Serious, Programming, Design, Student/Education, GDC

The value of making games that go beyond 'fun' 5
by Alex Wawro [03.17.14]
Ubisoft's Hugo Giard and Jill Murray opened the GDC 2014 Narrative Summit with a frank talk about how games can -- and should -- tackle complicated topics like slavery.
Console/PC, Design, GDC

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