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October 1, 2014
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October 1, 2014
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Updates » Exclusive
How Supergiant hopes to avoid the sophomore slump with Transistor Exclusive 2
by Alex Wawro [05.02.14]
Gamasutra sits down with Supergiant Games' creative director Greg Kasavin to learn more about the development of Transistor and what it feels like to release the follow-up to Bastion.
Console/PC, Indie, Design, Production, Exclusive

'Where to go with this?': The crowdsourcing crash course of #IDARB Exclusive 4
by Kris Graft [04.29.14]
#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

You and me become we: Dancing with Bounden Exclusive 3
by Leigh Alexander [04.28.14]
Adriaan de Jongh talks co-op mobile dance game Bounden, and how Game Oven's work aims to negotiate the often-awkward, sometimes divine spaces between people using just a smartphone as a touchstone.
Console/PC, Smartphone/Tablet, Programming, Art, Design, Exclusive, Video

For Square Enix, designing Hitman as a 'board game' just made sense Exclusive 3
by Alex Wawro [04.28.14]
Making the next game in the Hitman franchise a tilt-shifted, turn-based puzzle game for mobile was risky enough -- the fact that it's Square Enix Montreal's first project just ups the stakes.
Smartphone/Tablet, Art, Design, Production, Exclusive, Video

Was launching Mercenary Kings for free on PS Plus worth it? Exclusive 5
by Mike Rose [04.25.14]
As the co-founder of Montreal-based Tribute Games, Jean-Francois Major has had to make some big calls for his company in recent times -- but none so big as launching their latest game for free via PS Plus.
Console/PC, Indie, Business/Marketing, Exclusive, Video

Close encounters with console indie execs, part 2: ID@Xbox's Chris Charla Exclusive 1
by Brandon Sheffield [04.24.14]
What are the tastes, backgrounds and experience of some of the biggest decision-makers at major console companies? Developer and senior contributor Brandon Sheffield talks to ID@Xbox's Chris Charla.
Console/PC, Indie, Exclusive

Cloud Chamber: The TV show you play on Steam Exclusive 2
by Mike Rose [04.23.14]
How the heck do you describe Cloud Chamber? Imagine following along with your favorite TV series, and after each episode you're able to jump online, dig deeper into what you watched, and discuss the twists and turns with fellow viewers.
Console/PC, Design, Business/Marketing, Exclusive, Video

Close encounters with console indie execs, part 1: PlayStation's Adam Boyes Exclusive 5
by Brandon Sheffield [04.23.14]
What are the tastes, backgrounds and game industry experience of some of the biggest decision-makers at major console companies? We find out, starting with PlayStation's Adam Boyes.
Console/PC, Indie, Business/Marketing, Exclusive

Rehearsals and Returns: A game about conversations that'll never take place Exclusive 1
by Mike Rose [04.22.14]
Rehearsals and Returns, from Independent Games Festival 2011 nominee Peter Brinson, plays with the ideas of effort vs. rewards, life, and death.
Console/PC, Indie, Design, Exclusive, Video

Q&A: How self-publishing brought Age of Wonders 3 back to life Exclusive 2
by Alex Wawro [04.22.14]
In the wake of this fantasy 4X strategy game's remarkable launch, Gamasutra sits down with Age of Wonders 3 lead designer Lennart Sas to find out why the studio waited 11 years to return to its roots.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive, Video

Q&A: The weird, wacky success that is Goat Simulator Exclusive 9
by Alex Wawro [04.21.14]
Coffee Stain Studios CEO Anton Westbergh explains how a game that started out as a game jam joke became a real, tangible product, and why game developers should lighten up once in a while.
Console/PC, Indie, Serious, Design, Production, Business/Marketing, Exclusive, Video

'What's the best game dev educational resource you've ever used?' Exclusive 2
by Staff [04.18.14]
There's a lot of great educational resources out there that can help you refine your game development skills -- the trouble is knowing where to look.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

The long, tricky road to release for musical exploration game Fract OSC Exclusive  
by Mike Rose [04.18.14]
Around four years in the making, psychedelic music exploration adventure Fract OSC is finally getting a well-deserved release.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

Meridian: New World is a full-blown classic RTS - made by one person Exclusive 3
by Mike Rose [04.18.14]
When Ede Tarsoly started development of Meridian: New World way back in July 2011, he had a main goal in mind: Create the perfect old-school styled real-time strategy game.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

How did the App Store's first 'Indie Game Showcase' affect game sales? Exclusive 6
by John Polson [04.18.14]
Six of the developers chosen by Device 6 creator Simogo for the App Store's first Indie Game Showcase share their promotional sales data and reflect on its impact.
Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Understanding the successful relaunch of Final Fantasy XIV Exclusive 10
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot Square Enix's failed MMO into an all-new project.
Console/PC, Design, Production, Business/Marketing, Exclusive

Fear and foreboding are design pillars in The Conjuring House Exclusive  
by Kris Graft [04.17.14]
Former Ubisoft Casablanca developers are tackling the survival horror genre with The Conjuring House. One of Rym Games' co-founders tells us how the studio plans to design for fear.
Console/PC, Design, Exclusive, Video

Glitchspace is a first-person programming game Exclusive 1
by Mike Rose [04.17.14]
I've played pretty much every first-person puzzler under the sun, so it's rare to find a game that really throws me a curveball. Glitchspace is very much that curveball.
Console/PC, Indie, Programming, Design, Business/Marketing, Exclusive, Video

Designing for empathy, with Papo & Yo dev Minority Media Exclusive 4
by Kris Graft [04.17.14]
For Vander Caballero, designer at Papo & Yo developer Minority Media, his style of games may need a label in order order to thrive.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Choice Chamber an uncommon mix of new ways to fund and play games Exclusive  
by Alex Wawro [04.16.14]
Gamasutra caught up with Mike Molinari to learn more about how the burgeoning notoriety of his Kickstarter campaign for Choice Chamber has affected its development.
Console/PC, Indie, Production, Exclusive, Video