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March 5, 2015
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Updates » Design
Video game storytelling: The basics of character 5
by Gamasutra Community [02.03.15]
"Heroes arenít the only characters who confront conflicts over the course of a story; nor are they the only ones who change and grow."
Console/PC, Indie, Design

Don't Miss: The crowdsourcing crash course of #IDARB Exclusive 3
by Kris Graft [02.03.15]
#IDARB wasn't supposed to be much of a game at all. But thanks to input from all over the internet, the eight-player sports game has become something even bigger than its developer.
Console/PC, Social/Online, Indie, Design, Exclusive

Road to the IGF: Nina Freeman's how do you Do It? Exclusive  
by Phill Cameron [02.03.15]
We talk to the team behind how do you Do It?, a game that tackles the perspective of a young girl determined to figure out exactly what sex is.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive, IGF

Come to GDC for expert advice on building the next big eSport  
by Staff [02.03.15]
GDC officials highlight a handful of great eSports-focused GDC 2015 talks from experienced developers, researchers and players.
Console/PC, Design, Business/Marketing, GDC

Competition among developers is fiercer than ever, and that's fine 33
by Gamasutra Community [02.03.15]
Robert Boyd (Cosmic Star Heroine) responds to Rami Ismail's latest blog, writing, "Make something that stands out. Make something thatís different."
Console/PC, Indie, Design, Business/Marketing

The art of the tutorial: When to hold a player's hand, when to let it go Exclusive 14
by Alex Wawro [02.03.15]
Experienced devs from across the industry share their perspective on the best way to make people feel comfortable the first time they play your game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Road to the IGF: Loveshack's FRAMED  
by Phill Cameron [02.02.15]
We catch up with Loveshack, makers of FRAMED, which is nominated for Excellence in Design at this year's IGF competition.
Console/PC, Indie, Art, Design, IGF

Don't Miss: Mastering the art of composition in level design 10
by Staff [02.02.15]
A comprehensive look at what goes into creating first-person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Console/PC, Indie, Art, Design

Octodad: Dadliest Catch: The history and genesis of a cult hit  
by Gamasutra Community [02.02.15]
This post starts with the conception of the original Octodad by a team of college students and takes in the ultimate success of the sequel -- taking in everything from its design to the power of Let's Plays.
Console/PC, Indie, Design, Production, Business/Marketing

Stumbling through the mobile market with a 'subversive' game  
by Gamasutra Community [02.02.15]
"In a way, I think we tried to be too clever. I still love the idea of a game subverting expectations. At the time, though, I don't think I understood the mobile game marketplace well enough to pull this off properly."
Smartphone/Tablet, Design, Business/Marketing

This Week in Video Game Criticism: From Madden to Monopoly 3
by Jill Murray [02.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Jill Murray on topics ranging from Madden cheats to better board games for your children than Monopoly.
Console/PC, Indie, Design

With Walking Dead in the rearview, Campo Santo focuses on the future 1
by Phill Cameron [02.02.15]
We talk to Campo Santo founder Sean Vanaman on leaving Telltale, securing funding and managing the expectations after The Walking Dead.
Console/PC, Indie, Design, Production, Business/Marketing

Road to the IGF: Kevin Regamey's Phonopath Exclusive 1
by Alex Wawro [01.30.15]
As part of our ongoing Road to the IGF interview series with nominees, Power Up Audio co-founder Kevin Regamey explains how he built the award-nominated audio puzzle game Phonopath and why.
Indie, Audio, Design, Production, Exclusive, Video, IGF

Don't Miss: The making of Elite 5
by Staff [01.30.15]
Elite co-creator David Braben shares the motivation behind and genesis of the genre-defining space flight sim, which stood against industry demands for another arcade-patterned game.
Console/PC, Programming, Design, Production

Video: How to build a healthy eSports community around your game  
by Staff [01.30.15]
As part of the GDC Next 2014 Community Summit, Jason Xu (CEO of eSports management platform Battlefy) presented developers with data and strategies for encouraging competitive play in their games.
Social/Online, Design, Business/Marketing, Video, Vault

A muse on Metroid II: A maze of murderscapes 12
by Gamasutra Community [01.30.15]
"I first played Metroid II: Return of Samus in the dimly lit womenís wing of a homeless shelter in Providence, Rhode Island. Nestled in my palms like a religious text is the video game machine."
Console/PC, Design

Catch Croteam's Talos Principle postmortem at GDC  
by Staff [01.30.15]
GDC officials confirm Alen Ladavec and Davor Hunski, CTO and CCO (respectively) of Croteam, are delivering a postmortem of development on their IGF award-nominated game The Talos Principle at GDC 2015.
Console/PC, Indie, Design, Production, GDC

Get an inside look at The Long Dark and This War Of Mine at GDC  
by Staff [01.30.15]
GDC officials highlight great GDC 2015 talks from the developers of This War Of Mine and The Long Dark about the art of making great indie games.
Console/PC, Indie, Design, Production, GDC

Road to the IGF: Justin Smith's Desert Golfing Exclusive  
by Leigh Alexander [01.29.15]
Continuing our Road to the IGF series of interviews with nominees, we speak to Desert Golfing creator Justin Smith about his Nuovo Award-nominated surprise hit, an infinite and improbable existential cruise.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, IGF

Creating a user-generated chain story: A Global Game Jam postmortem  
by Gamasutra Community [01.29.15]
Lessons learned when one developer worked through his fears to create Escalate! -- a collaborative storytelling game where the next person to pick up the game branches its story and adds their own touch.
Console/PC, Indie, Design, Production