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September 4, 2015
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September 4, 2015
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Updates » Exclusive
Chris Crawford advises devs: 'Don't settle for the same old crap' Exclusive 10
by Alex Wawro [07.27.15]
23 years after he charged out of the game industry with sword held high, Chris Crawford is still trying to revolutionize game development. Now, if he has his way, the revolution will be patronized.
Console/PC, Social/Online, Design, Exclusive

What Yoko Ono's art teaches us about video games Exclusive  
by Katherine Cross [07.23.15]
Yoko Ono's brilliant performance art pieces were designed to be interactive and impermanent, ensuring that each audience member had their own unique experience of them.
Indie, Serious, Art, Design, Exclusive

Could Dota 2's new mod tools spawn a Dota-killer? Exclusive 4
by Phill Cameron [07.22.15]
We talk to Greg Kasavin of Supergiant games, and Awesomenauts creators Ronimo games about the potential of Dota 2's custom games scene.
Console/PC, Programming, Design, Production, Business/Marketing, Exclusive

Don't Miss: The striking sound design of Journey Exclusive 14
by Steve Johnson [07.21.15]
Sound designer Steve Johnson breaks down his work on thatgamecompany's remarkable Journey, providing samples from the game to elucidate each of his points about what makes a game sound great.
Console/PC, Indie, Audio, Design, Exclusive

What's next for Nintendo? Industry analysts weigh in Exclusive 7
by Chris Baker [07.20.15]
How will the death of Nintendo's CEO and president change the future of the company? How can they possibly replace him? We asked several industry analysts for their take.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Don't Miss: The ups and downs of doing online multiplayer as an indie Exclusive 14
by Mike Rose [07.17.15]
Including online multiplayer is a tricky challenge, particularly for small teams. In this 2014 feature, Gamasutra speaks to indies who've been in the trenches to get their take on how to do it right.
Social/Online, Indie, Programming, Design, Production, Exclusive

'Why bet on an IP like Mirror's Edge?' Exclusive 6
by Kris Graft [07.17.15]
EA DICE general manager Patrick Bach has been thinking about the risk and opportunity that come with making a game that lands outside of the Battlefield franchise.
Console/PC, Business/Marketing, Exclusive

Start your own game company right: Advice from the 2015 Game Career Guide Exclusive  
by Staff [07.16.15]
In this edition, the founder of MK-Ultra Games offers advice for fellow indie game makers starting their own companies: take it seriously, get your paperwork straight, and don't spend your own money!
Indie, Business/Marketing, Exclusive

Don't Miss: An oral history of developing Deus Ex Exclusive 5
by Alex Wawro [07.16.15]
15 years ago, Ion Storm Austin released the seminal cyberpunk game Deus Ex. Gamasutra speaks to some of its lead creators to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Dean Hall on his losing battle with the New Zealand government Exclusive 56
by Phill Cameron [07.16.15]
We talk to DayZ creator Dean Hall about his struggles to set up a studio in New Zealand, and the ensuing furor online when he Tweeted about his troubles.
Console/PC, Indie, Production, Business/Marketing, Exclusive

When numbers and narrative live in harmony Exclusive  
by Katherine Cross [07.15.15]
Hanako Games' visual novel Black Closet balances narrative with tabletop-style dice rolls without getting bogged down in a meaningless numbers game, says columnist Katherine Cross.
Console/PC, Indie, Design, Exclusive

Postmortem: Technocrat's cyberpunk adventure game Technobabylon Exclusive 1
by James Dearden [07.15.15]
James Dearden of Technocrat Games talks about the highs and lows developing Technobabylon, a classic 1990s-style cyberpunk adventure game that was five years in the making.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Don't Miss: How to design effective co-op campaigns Exclusive 12
by Tim Keenan [07.14.15]
What does it take to implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue, discussing his own challenges and triumphs in this 2012 feature.
Console/PC, Indie, Design, Production, Exclusive

7 crafting systems game designers should study Exclusive 12
by Bryant Francis [07.14.15]
A deep and rewarding crafting system is a central feature in an increasing number of hit games. Some of the most well-crafted crafting systems have a lot to teach all developers.
Console/PC, Design, Exclusive

Don't Miss: How Iwata and Miyamoto shaped the future of Nintendo Exclusive 2
by Osamu Inoue [07.13.15]
In this classic 2010 excerpt from Nintendo Magic, author and reporter Osamu Inoue explains how Satoru Iwata and Shigeru Miyamoto joined Nintendo and shaped the company's philosophy of game design.
Console/PC, Design, Production, Business/Marketing, Exclusive

Don't Miss: Overhaul's Baldur's Gate: Enhanced Edition postmortem Exclusive 5
by Trent Oster [07.10.15]
What goes into remaking a classic PC game? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

How 5 years of burning ambition brought Retro City Rampage to DOS Exclusive 7
by Alex Wawro [07.10.15]
"I've got the digital version ready...but I'd like to release it side-by-side with the floppy version," indie Brian Provinciano explains in this chat with Gamasutra about porting RCR to DOS in 2015.
Console/PC, Indie, Programming, Production, Exclusive

What happens when you give players 100 tries to beat a roguelike? Exclusive 6
by Phill Cameron [07.09.15]
We talk to Dan Marshall of Size Five Games about The Swindle's firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, Video

8 key VR takeaways from a chat with Oculus' CEO Exclusive 2
by Kris Graft [07.06.15]
Gamasutra editor-in-chief Kris Graft spoke with Brendan Iribe, CEO of Oculus VR to gauge where VR is today, and what's in store for the future inside and outside of games.
Console/PC, Indie, Business/Marketing, Exclusive

Mod Mentality: How Tabletop Simulator was made to be broken Exclusive 3
by Alex Wawro [07.03.15]
Indie devs (and former modders) Jason Henry and Kimiko chat with Gamasutra about why they developed an "online tabletop sandbox" game aimed explicitly at modders, and what they learned along the way.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive