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July 28, 2014
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July 28, 2014
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Updates » 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

Video games and gun violence: A year after Sandy Hook Exclusive 64
by Mike Rose [02.10.14]
Following the horrific shooting at Sandy Hook, the game industry sat down with the Vice President to talk about gun violence. A year later we ask: What's come of that meeting? Gamasutra's Mike Rose reports.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Exclusive

For a generation, Nintendo's business is personal Exclusive 27
by Leigh Alexander [02.07.14]
In the wake of Nintendo's recent financial shortfalls and the wave of opinions about what Nintendo must do to fix its problems, Leigh Alexander examines why we're so invested in this company.
Console/PC, Programming, Art, Design, Exclusive

Dolphin school: Classroom Aquatic's whimsically weird VR design Exclusive  
by Kris Ligman [02.07.14]
"We wanted to make something that really used the Rift's way of looking around," explains USC interactive student Remy Karns, part of a six-person team developing the VR-enabled Classroom Aquatic.
Indie, Design, Exclusive, Video, VR

Jumping, shooting, and boss design with Keiji Inafune Exclusive 1
by Brandon Sheffield [02.06.14]
"I don't want to make Megaman," Comcept head Keiji Inafune tells me at the DICE conference in Las Vegas. "I want to make something with the soul of Megaman."
Console/PC, Indie, Design, Exclusive

What a big Kickstarter success looked like - before Double Fine came along Exclusive 2
by Mike Rose [02.05.14]
When indie developer David Board brought in $17,236 via Kickstarter for his game Lifeless Planet, he could barely believe it. Then Double Fine Adventure happened.
Console/PC, Indie, Business/Marketing, Exclusive

Road to the IGF: Simogo's DEVICE 6 Exclusive  
by Leigh Alexander [02.05.14]
Continuing Gamasutra's Road to the IGF series of interviews with nominated developers, we talk to Simogo's Simon Flesser about DEVICE 6, a stylish and surreal narrative-driven iOS puzzle game.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, Mobile Games, IGF

Understanding Nintendo's new 'quality of life' initiative Exclusive 21
by Christian Nutt [02.04.14]
Nintendo may be creating a third pillar of its business, based on President Iwata's recent comments. What form might it take? Christian Nutt puts it together for you.
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive

Road to the IGF: Lucas Pope's Papers, Please Exclusive  
by Leigh Alexander [02.04.14]
Continuing our series of Road to the IGF interviews with nominees, we talk to Lucas Pope about Papers, Please, the piquant border control simulator nominated for multiple accolades.
Console/PC, Indie, Programming, Art, Design, Exclusive, Video, IGF

Road to the IGF: Paper Dino's Save the Date Exclusive  
by Alex Wawro [02.03.14]
In our latest Road to the IGF interview, Save the Date creator Chris Cornell explains how "Groundhog Day" and an awkward conversation about dating sims spawned an IGF award contender.
Console/PC, Indie, Design, Exclusive, Video, IGF

Toronto's Hand Eye Society gears up to celebrate Canadian game devs Exclusive  
by Kris Ligman [02.03.14]
Gamasutra speaks with Toronto-based dev Jim Munroe (Unmanned) about Hand Eye Society's upcoming Fancy Video Game Party -- an event honoring the work of local Canadian game developers.
Indie, Art, Exclusive

Outerra: A seamless planet rendering engine Exclusive 22
by Mike Rose [01.31.14]
There's something rather special in the works in Slovakia, as one team of developers have been building entire planets for themselves.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Analysis: Five years of hardware declines leave Nintendo weakened Exclusive 33
by Gamasutra Community [01.31.14]
Gamasutra analyst Matt Matthews takes a sobering look at Nintendo's current state of hardware sales.
Console/PC, Business/Marketing, Exclusive

Road to the IGF: Galactic Cafe's The Stanley Parable Exclusive 2
by Mike Rose [01.31.14]
In this latest Road to the IGF interview, Wreden and Pugh discuss how they made The Stanley Parable, and what AAA companies like Valve could be doing to better highlight and nurture the modding community.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video, IGF