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November 1, 2014
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November 1, 2014
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Updates » Exclusive
Devolver Digital is content to keep its distance from the industry Exclusive 2
by Alex Wawro [06.11.14]
“We have no aspirations to grow, and no aspirations to ever sell this company. This is what we want to do -- we’re hanging out with our buddies, doing something really cool. It feels like a family."
Console/PC, Social/Online, Indie, Production, Business/Marketing, Exclusive, E3

What did they do to you?: Our women heroes problem Exclusive 134
by Leigh Alexander [06.11.14]
Spurred by the Rise of the Tomb Raider and Infamous: Last Light E3 trailers, Leigh Alexander reflects on the trend of seeing women heroes primarily through the trauma they've endured.
Console/PC, Programming, Exclusive, E3

Analysis: The Nintendo bubble Exclusive 122
by Christian Nutt [06.10.14]
Nintendo is in a bubble. If it wants to stay in the hardware business it has to find a way to break out without letting its fans escape. That will be a painful transition -- if it's even possible.
Console/PC, Business/Marketing, Exclusive, E3

Microsoft's clear message at E3: We've got the games Exclusive 15
by Alex Wawro [06.09.14]
With the Xbox One's launch period plagued by a series of communication and strategy snafus, Microsoft satisfied its main demographic with an E3 presentation devoted solely to major games -- but few surprises.
Programming, Art, Design, Exclusive, E3

The art of injecting emotion into The Sims 4 Exclusive 1
by Mike Rose [06.09.14]
Gamasutra caught up with Ryan Vaughan on The Sims 4, to find out what exactly the injection of emotion means. Is it all marketing buzzwords, or has the team really hit upon the next generation of AI in video games?
Console/PC, Design, Exclusive, E3

Fine young cannibals: Developing Early Access hit, The Forest Exclusive 6
by Kris Graft [06.09.14]
Last week, almost out of nowhere, a new survival contender showed up: The Forest from Endnight Games.
Console/PC, Design, Exclusive

The Witness: Modeling epiphany Exclusive 28
by Leigh Alexander [06.06.14]
Leigh Alexander catches up with Jon Blow about The Witness, and asks the enigmatic designer some questions she has always been afraid to ask him.
Console/PC, Indie, Programming, Art, Design, Exclusive

Super Evil Megacorp is betting there's demand for a 'core' mobile MOBA Exclusive 12
by Alex Wawro [06.05.14]
The San Mateo-based startup includes developers from Riot, Blizzard and Rockstar who are hoping to corner an underserved market with their debut title, the free-to-play iOS MOBA Vainglory.
Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive, Video

Being B.J. Blazkowicz: Storytelling in Wolfenstein: The New Order Exclusive 17
by Kris Graft [06.05.14]
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, Exclusive

Suffering from realness: A tale of two Kanye West games Exclusive 13
by Leigh Alexander [06.03.14]
Leigh Alexander looks at two very different Kanye West video games, and how each approaches his music: Is there room for something to exist on the spectrum between cynicism and humor?
Console/PC, Social/Online, Indie, Programming, Art, Design, Exclusive

Shipping your first game while you're still in school: A Story About My Uncle Exclusive 3
by Alex Wawro [06.03.14]
These Swedish game design students founded a company and cut a deal with Coffee Stain Studios to publish their first game, Story About My Uncle, to positive buzz a week before graduation.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive, Video

As paid games are crowded out on mobile, one dev heads back to PC Exclusive 2
by Mike Rose [05.30.14]
"The paid market on mobile is shrinking. EPOCH and EPOCH 2 have been very successful on iOS, but the rate at which the paid market is shrinking means we have to look for other revenue streams."
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive, Video

The Blue Shell and its Discontents Exclusive 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.
Design, Exclusive

Heavy Bullets is modern day indie game development dressed in 90s neon Exclusive 1
by Kris Graft [05.28.14]
Terri Vellmann’s Heavy Bullets is reminiscent of an older-school of video games. But the way it’s being made has the markings of the new school of indie game development.
Console/PC, Indie, Design, Exclusive, Video

How a single game trailer turned the tide for Factorio Exclusive 2
by Mike Rose [05.27.14]
Never underestimate the power of a great video game trailer. The team behind crafting game Factorio know this all too well, given how a single video changed their fortunes so dramatically.
Console/PC, Indie, Design, Exclusive, Video

Sir, You Are Being Hunted, and the advantages of procedural generation Exclusive 4
by Alex Wawro [05.27.14]
Big Robot's Jim Rossignol expounds upon how Sir, You Are Being Hunted's procedural generation systems work and the trials and triumphs of developing a Kickstarted game in public.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs Exclusive 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Finding comfort in a pet project: The Bushido Blade-inspired Kyoto Wild Exclusive 4
by Alex Wawro [05.22.14]
Indie developer Teddy Diefenbach's comfort project while he works on Hyper Light Drifter is a four-player brawler inspired by games like Power Stone, Bushido Blade and Earthbound.
Console/PC, Indie, Art, Design, Production, Exclusive

Inside Adult Swim and Cartoon Network's PC indie push Exclusive 2
by Mike Rose [05.22.14]
Cartoon Network and Adult Swim already share a channel, so it makes sense that their video game exploits are criss-crossing and learning from one-another too.
Console/PC, Indie, Business/Marketing, Exclusive

For Rebellion, more freedom means shifting away from work-for-hire Exclusive 1
by Mike Rose [05.21.14]
British studio Rebellion has been taking on all kinds of game development work for years now. But as the game industry changed, the company had to evolve as well.
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive