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May 26, 2013




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Updates » Exclusive
5 tips for humor, from Far Cry 3: Blood Dragon's creative lead Exclusive 11
by Kris Ligman [04.29.13]
Gamasutra chats with Dean Evans, creative director of the upcoming nostalgia-fueled first-person shooter Far Cry 3: Blood Dragon, on how to do 80s cheese the right way.
Console/PC, Design, Production, Exclusive

How can games contain and convey values? Exclusive 24
by Leigh Alexander [04.26.13]
Mary Flanagan (Critical Play) shares examples of her increasingly-analog work and its associated research to show that games can carry biases -- or they can teach about the dissolution of prejudice.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Production, Exclusive

Paid vs. free-to-play: Advice from notable mobile studios Exclusive 16
by Mike Rose [04.26.13]
At the start of 2012, a selection of notable mobile developers gave UK editor Mike Rose advice on which business model would best suit his mobile game. This week, each of these devs revisits their original advice.
Smartphone/Tablet, Business/Marketing, Exclusive

PlayStation 4: The complete tech breakdown from Mark Cerny Exclusive 79
by Christian Nutt [04.25.13]
Mark Cerny, lead system architect for the PS4, lays out precisely what the system is capable of and exactly how and why his team designed it that way, in this extensive new feature story.
Console/PC, Programming, Exclusive

The blissfully awkward controls of Surgeon Simulator 2013 Exclusive 3
by Mike Rose [04.25.13]
"We're fairly sure the real procedures are nothing like what happens in the game," Luke Williams of Bossa Studios tells Gamasutra of the company's big hit Surgeon Simulator 2013.
Console/PC, Indie, Programming, Design, Business/Marketing, Exclusive, Video

PlayStation 4: The complete tech breakdown from Mark Cerny Exclusive 79
by Christian Nutt [04.24.13]
Mark Cerny, lead system architect for the PS4, lays out precisely what the system is capable of and exactly how and why his team designed it that way, in this extensive new feature story.
Console/PC, Programming, Exclusive

Amid challenges, U.S. video game retail trudges ahead Exclusive 12
by Matt Matthews [04.22.13]
Console makers are positioning themselves to launch new hardware, amid some of the most difficult changes the game industry has ever faced. Gamasutra looks at Q1 numbers to see what's next for physical sales of games.
Console/PC, Business/Marketing, Exclusive

Looking back on A Link to the Past Exclusive 7
by Leigh Alexander [04.22.13]
Nintendo has announced a new game in Zelda's Link to the Past universe. Leigh Alexander reflects on what made the original game world special, and why we'd welcome it especially these days.
Console/PC, Design, Exclusive

Unity's co-founder has a brand new studio Exclusive 3
by Christian Nutt [04.18.13]
Nicholas Francis, co-founder of Unity, left the company after a decade to form a studio and create a game he's been dreaming of for years.
Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Are social games on Facebook really dying out? Exclusive 14
by Mike Rose [04.18.13]
EA is set to pull its most popular games from Facebook soon, while social game revenue has hit a new low. But has this week really been the final nail in the coffin for the social games space?
Social/Online, Business/Marketing, Exclusive

Black Annex: A QBasic game for the 21st century Exclusive 6
by Mike Rose [04.15.13]
Black Annex is a nifty-looking strategy game from Australian indie studio Man Fight Dragon. What really makes the game stand out is that it has been written entirely in the decades-old QBasic programming language.
Console/PC, Indie, Programming, Design, Exclusive, Video

Making a game the Nintendo way - Luigi's Mansion: Dark Moon Exclusive 7
by Staff [04.12.13]
Luigi's Mansion went through a lengthy, rapid prototyping process to meet Nintendo's quality standards. Here's how the company worked with a Western partner to achieve great results.
Console/PC, Programming, Design, Exclusive

Postmortem: Game Oven's Fingle Exclusive 6
by Gamasutra Community [04.12.13]
Developers Adriaan de Jongh and Bojan Endrovski tell the true story of the development of the sexy, awkward, and very popular iPad game that asks players to rub their hands together.
Smartphone/Tablet, Design, Production, Exclusive

New, significant layoffs hit Electronic Arts Exclusive 59
by Kris Graft [04.11.13]
UPDATED As Electronic Arts repositions itself to take on the changing video game landscape, the company has confirmed a fresh round of layoffs; sources claim hundreds affected.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive

How City of Heroes was almost saved Exclusive 29
by Chris Morris [04.11.13]
The superhero MMO was shut down late last year -- but in this new story, Gamasutra reveals how it was almost acquired by its developers, only for the deal to fall apart at the last moments.
Social/Online, Business/Marketing, Exclusive

5 tips for making successful kids' games in 2013 Exclusive 11
by Mike Rose [04.11.13]
Some Disney veterans have founded a kids' games start-up which they will focus on creating experiences that will value compelling storytelling. Here, they discuss 5 tips for making successful children's games.
Console/PC, Social/Online, Smartphone/Tablet, Audio, Design, Business/Marketing, Exclusive

What about love? Inside a game jam revolution Exclusive 5
by Leigh Alexander [04.10.13]
A recent community-led dating sim jam over social media yielded not only an explosion of touching, innovative and expressive experiences about love -- but possible lessons for the traditional community.
Indie, Design, Exclusive

How City of Heroes was almost saved Exclusive 29
by Staff [04.10.13]
The superhero MMO was shut down late last year -- but in this new story, Gamasutra reveals how it was almost acquired by its developers, only for the deal to fall apart at the last moments.
Console/PC, Business/Marketing, Exclusive

Solving the big narrative problems in video games Exclusive 56
by Staff [04.09.13]
In his latest Designer's Notebook column, Ernest Adams explores three major challenges narrative designers face, and how -- during his PhD research -- he's uncovered some solutions.
Console/PC, Design, Exclusive

Equity crowdfunding: When your players become actual investors Exclusive 29
by Frank Cifaldi [04.09.13]
It's finally happened: We're seeing crowdfunded games backed not by traditional Kickstarter-like backers who only get rewards, but by small-scale investors who get a cut. Is this the future? Let's talk about it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive