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July 23, 2014
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July 23, 2014
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Updates » Exclusive
Robin Hunicke's idealistic, silly, wonderful view of video games Exclusive 5
by Kris Graft [02.24.14]
Whether you're talking about her work on The Sims franchise or on Journey, Robin Hunicke's efforts have been on making games relate to life, and the way we live.
Indie, Design, Exclusive

Road to the IGF: Deirdra Kiai's Dominique Pamplemousse Exclusive 4
by Alex Wawro [02.21.14]
One look at Kiai's stop motion musical detective adventure game about gender and the economy makes it easy to see why it's nominated for four IGF 2014 awards, including the Seumas McNally Grand Prize.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

Double Fine's ex-tech director launches new tool for Unity Exclusive 3
by Kris Graft [02.21.14]
Nathan Martz spent eight-and-a-half years working at Double Fine and co-created the studio's Buddha engine. Now he's released tools to help people make better video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Production, Exclusive

Diablo, Pokemon inspire student-made game Soulbound Exclusive 2
by Mike Rose [02.21.14]
Imagine a cross between Diablo and Pokemon and you're some way to understanding what student game Soulbound is all about.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Q&A: Wrestling with the unsolvable problem of internet toxicity Exclusive 56
by Alex Wawro [02.21.14]
The man who left Microsoft and subsequently became a notorious victim of internet toxicity speaks out about how game developers can help make the internet a better place.
Console/PC, Social/Online, Indie, Design, Exclusive, GDC

Dangan Ronpa: Death, stress, and standing out from the crowd Exclusive 2
by Christian Nutt [02.20.14]
This week Dangan Ronpa: Trigger Happy Havoc made a splash with gamers in the know thanks to its gripping story and arresting style. What makes this cult hit tick? We speak to its producers.
Console/PC, Design, Exclusive

Eliss Infinity came out of a one-man, at-home 'game jam' Exclusive 2
by Kris Ligman [02.19.14]
Recently released for iOS, Eliss Infinity is an updated edition of one of the first breakout hits from Apple's App Store. Developer Steph Thirion shares why he came back to the game.
Smartphone/Tablet, Indie, Programming, Design, Exclusive, Video

Road to the IGF: Stoic's The Banner Saga Exclusive 1
by Alex Wawro [02.19.14]
As part of Gamasutra's Road to the IGF series we interview Stoic's Alex Thomas about The Banner Saga, a beautifully hand-painted PC strategy game set in a bleak world of Nordic fantasy.
Console/PC, Indie, Design, Production, Exclusive, Video, IGF

Irrational Games, journalism, and airing dirty laundry Exclusive 88
by Leigh Alexander [02.19.14]
Gamasutra's Leigh Alexander looks back a few years to put the impending closure of Irrational Games into better context, from a game industry and journalism vantage point.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Exclusive

Road to the IGF: Jason Roberts' Gorogoa Exclusive 1
by Kris Graft [02.18.14]
With one look at Jason Roberts' puzzle game Gorogoa, you can see why it's a finalist for the Independent Game Festival's Excellence in Visual Arts award.
Indie, Design, Exclusive, Video, IGF

The glitched-out, gorgeous art of Deios Exclusive 7
by Mike Rose [02.17.14]
At the start of 2013, Australian developer Joe Dowsett was working on Deios, and he was finding the art style quite the sticking point. Now image-corruption is his friend.
Console/PC, Indie, Art, Design, Exclusive, Video

Road to the IGF: Michael Brough's 868-HACK Exclusive  
by Alex Wawro [02.17.14]
We speak to designer/artist Michael Brough about the design process of 868-HACK and the value he finds in employing randomness to design games that can surprise anyone -- even the designer.
Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

When a game dev makes a board game: Zach Gage's Guts of Glory Exclusive 5
by Mike Rose [02.14.14]
When Zach Gage was given $2,000 by the No Quarter exhibition to create whatever he liked, he asked himself, "What could I make that I wouldn't normally try out?"
Console/PC, Business/Marketing, Exclusive

Nuclear war game First Strike a dose of fun (and bleakness) Exclusive 1
by Mike Rose [02.13.14]
Blindflug Studios is looking to exploit the fast-paced, real-time strategy gap in the mobile market, with the launch of First Strike next month.
Smartphone/Tablet, Art, Design, Business/Marketing, Exclusive

Quest undying: Understanding the appeal of Dark Souls Exclusive 28
by Christian Nutt [02.13.14]
As Dark Souls II nears launch, Christian Nutt reflects on what sets the franchise apart -- and speaks to Namco Bandai's Brian Hong to find out how the publisher's approach to it led to success.
Console/PC, Design, Business/Marketing, Exclusive

The Rust Diaries: Letting go of structure in video games Exclusive 31
by Kris Graft [02.12.14]
Rust is "missing" all kinds of features we expect in games, and that's part of what makes it so great. Gamasutra editor-in-chief Kris Graft opens up his diary.
Console/PC, Indie, Design, Exclusive

Why three indies built a one-of-a-kind text adventure in Unity Exclusive 4
by Kris Ligman [02.12.14]
Gamasutra speaks with the three developers behind Second Amendment, a one-of-a-kind text adventure built entirely in Unity 3D.
Indie, Design, Exclusive, Student/Education

Q&A: For Alex Austin, constant prototyping is a way of life Exclusive 1
by Kris Ligman [02.11.14]
Gamasutra catches up with Gish co-developer Alex Austin of Cryptic Sea, to chat open development, prototyping, and first-person hockey.
Console/PC, Indie, Design, Exclusive

'Beating' games around the world Exclusive 36
by Leigh Alexander [02.10.14]
Turns out "beating" games is a mostly a North American phrasing. Leigh Alexander wondered what that said about us -- and ended up learning a fascinating variety of global phrases for finishing games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

Road to the IGF: Klei Entertainment's Don't Starve Exclusive 3
by Alex Wawro [02.10.14]
Continuing Gamasutra's Road to the IGF series of interviews with nominees, we talk to Klei's Kevin Forbes about Don't Starve, a procedurally-generated survival game with permadeath and a Gorey-inspired art style.
Console/PC, Indie, Art, Design, Exclusive, Video, IGF