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June 6, 2013





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Updates » Exclusive
Beyond 'puzzles': Designing cinematic interactions in Deadlight Exclusive 7
by Staff [06.05.13]
Deadlight's puzzle system just wasn't working, writes designer Lucas González -- until the team dropped the constraints of the "puzzle" for something simpler yet more satisfying to players.
Console/PC, Indie, Design, Exclusive

Contract QA: A dead end or a foot-in-the-door? Exclusive 34
by Patrick Miller [06.04.13]
A handful of experienced devs offer some career advice on how to break into the games industry for a down-and-out QA contractor and Kotaku contributor.
Console/PC, Social/Online, Audio, Production, Exclusive

UK's GameCity on a mission to show the interesting side of games Exclusive  
by Leigh Alexander [06.04.13]
With so many events and awards catering to enthusiast niches, how do you build a games event for all? GameCity has some cool ideas this year, with all-star talent on board.
Console/PC, Indie, Programming, Art, Design, Business/Marketing, Exclusive

Wargaming kicks 'pay-to-win' monetization to the curb Exclusive 47
by Kris Graft [06.03.13]
One of the most successful free-to-play online game companies on the planet has announced a sweeping change in the way it monetizes all of its games.
Console/PC, Social/Online, Design, Business/Marketing, Exclusive

Inside the striking art and design of Hawken Exclusive 6
by Brandon Sheffield [06.03.13]
The first-person mech-battling game Hawken turned heads when it debuted thanks to some standout visuals. Khang Le with developer Adhesive explains his studio's approach.
Console/PC, Social/Online, Art, Design, Exclusive

How gameplay and story intertwine in Virtue's Last Reward Exclusive 2
by Christian Nutt [05.31.13]
What separates the visual novel from the Western adventure game, and how can you turn the player's brain into a computer? Virtue's Last Reward director Kotaro Uchikoshi explains.
Console/PC, Design, Exclusive

Today's game industry through the lens of human history Exclusive 24
by Kris Graft [05.31.13]
The rise and fall of human societies just might inform us on how the future of video games is going to shake out, says Gamasutra editor-in-chief Kris Graft.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Lighting design fundamentals: How and where to use colored light Exclusive GDMag Exclusive 2
by Steve Theodore [05.30.13]
In this reprint from the March 2005 issue of Game Developer magazine, technical artist Steve Theodore espouses classic design fundamentals for creating evocative lighting in your games.
GD Mag, Art, Design, Exclusive, GD Mag Exclusive

Opinion: Let's Play crackdown is an attack on game culture Exclusive 15
by Kris Ligman [05.30.13]
Nintendo recently claimed revenue on a number of Let's Plays videos, leading some YouTubers to avoid its games. Kris Ligman believes that if this continues, we'll lose more than a few silly videos.
Console/PC, Social/Online, Indie, Design, Business/Marketing, Exclusive

Unraveling the puzzle of analytics Exclusive 3
by Staff [05.30.13]
You know you need analytics -- but how do you handle implementing them? What about understanding what you get back? This comprehensive introduction will bring you up to speed.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive

The Curiosity experiment, and the church of Peter Molyneux Exclusive 32
by Leigh Alexander [05.30.13]
Looking beyond knee-jerk reactions of both cynicism and hopefulness, Gamasutra's Leigh Alexander explores the meaning behind Peter Molyneux's grand experiment.
Smartphone/Tablet, Indie, Design, Exclusive

'Taking genre conventions as your starting point is kinda boring' Exclusive 1
by Kris Ligman [05.29.13]
"When I first started... I thought everything had to be a platformer," says Cardboard Computer's Jake Elliott, discussing Kentucky Route Zero's ground-up design.
Console/PC, Indie, Design, Production, Exclusive, Video

Xbox One's self-publishing problem is bigger than it sounds Exclusive 40
by Christian Nutt [05.29.13]
Gamasutra's Christian Nutt digs deeper into Xbox One's restrictions on self-publishing. This isn't just a problem for small, "indie" developers...
Console/PC, Social/Online, Indie, Business/Marketing, Exclusive

A look at futuristic game architecture, from 2002 Exclusive GDMag Exclusive  
by Hayden Duvall [05.28.13]
In this reprint from the January 2002 issue of GD Mag, future Duke Nukem Forever developer Hayden Duvall looks to the role of architecture in informing futuristic game levels.
Console/PC, GD Mag, Art, Design, Exclusive, GD Mag Exclusive

Party's almost over for GameStop's used games business Exclusive 42
by Matt Matthews [05.28.13]
Gamasutra analyst Matt Matthews examines exactly how resale changes with new video game consoles might impact GameStop's bottom line.
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive

UKIE wants your video game sales data Exclusive 2
by Mike Rose [05.28.13]
From June, UKIE will launch a new digital video game sales service, allowing developers to confidentially see each other's sales figures. The company talked to Gamasutra about today's call to arms.
Console/PC, Indie, Business/Marketing, Exclusive

E3 and the start of an unprecedented generation Exclusive 11
by Leigh Alexander [05.28.13]
With E3 2013 only weeks away, Gamasutra editor-at-large Leigh Alexander talks to ESA senior VP Rich Taylor about the changes we can expect this year.
Console/PC, Indie, Design, Business/Marketing, Exclusive

For Unity, lowering the barriers on mobile is good business Exclusive 4
by Mike Rose [05.24.13]
There's a chance you missed the news that Unity's basic mobile licenses went free earlier this week. Unity CEO David Helgason explains how his company can afford to make this move.
Smartphone/Tablet, Business/Marketing, Exclusive

Indies on Xbone: Where's the beef? Exclusive 31
by Mike Rose [05.22.13]
No matter what you've read about the newly-unveiled Xbox One, I'll wager you haven't seen much mention of the role of indie developers on the new console.
Console/PC, Indie, Business/Marketing, Exclusive

Opinion: Xbox One is a desperate prayer to stop time Exclusive 152
by Leigh Alexander [05.21.13]
Microsoft used words like "groundbreaking," "innovative" and "immersive" countless times as it unveiled the Xbox One, but Leigh Alexander argues that all we saw a disconnected prayer to stop time.
Console/PC, Social/Online, Programming, Design, Business/Marketing, Exclusive