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July 31, 2014
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Updates » Design
Screw narrative wrappers 18
by Gamasutra Community [06.25.14]
"What is a wrapper? Itís something thatís put around an object, not intrinsically part of the object. Itís something thatís taken apart to get to the good stuff. Itís something thatís discarded as unimportant."
Console/PC, Design

Let's revisit Final Fantasy X! Anyone? Exclusive 59
by Leigh Alexander [06.25.14]
Games remember who we were when we played them. Leigh Alexander revisits Final Fantasy X -- and puzzles over the lost heyday of big Japanese roleplaying games.
Console/PC, Art, Design, Exclusive

Blog: The social is a lie 3
by Gamasutra Community [06.25.14]
"The only social aspects involve bragging about an accomplishment, hitting up friends for 'help' or being pan-handled by the game operator to spend more money."
Smartphone/Tablet, Design, Business/Marketing

A guide for developers to incorporate charity into their games 1
by Gamasutra Community [06.24.14]
"Incorporating a charity in a game can be challenging... How can a game studio create a true-shared value opportunity to generate the biggest social impact whilst also having an impact on business objectives?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

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