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July 23, 2014
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July 23, 2014
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Updates » Exclusive
Is YouTube killing the traditional games press? Exclusive 57
by Mike Rose [06.18.14]
There's been a notable shift in the video game industry that many traditional game critics would rather turn a blind eye to than investigate.
Console/PC, Indie, Business/Marketing, Exclusive, YouTube

Spec Ops: The Line studio goes free-to-play with Dreadnought Exclusive 7
by Mike Rose [06.16.14]
Spec Ops: The Line studio Yager has been rather busy. While its big announcement at E3 was obviously Dead Island 2, the company's other E3 reveal was arguably as interesting, if not more so.
Console/PC, Business/Marketing, Exclusive, Video

Finding the fun fast: How rapid prototyping shaped Evolve Exclusive 5
by Kris Graft [06.16.14]
One of the keys to Turtle Rock's success is its emphasis on rapid prototyping -- find the fun first and iterate and build from there. We spoke to the studio's creative director Phil Robb at E3.
Console/PC, Design, Production, Exclusive, E3

Evolve studio Turtle Rock eyes Early Access development Exclusive  
by Kris Graft [06.13.14]
Turtle Rock Studios' creative director and studio cofounder Phil Robb sees the benefits in pulling the veil back on game development.
Console/PC, Production, Business/Marketing, Exclusive, E3

How happy accidents made Oculus platformer Lucky's Tale possible Exclusive 5
by Alex Wawro [06.13.14]
Building a third-person virtual reality platformer seems like a fool's errand, but Paul Bettner's new studio Playful has stumbled upon some VR design tricks that seem to make it work.
Console/PC, Design, Exclusive, E3

Ubisoft's trouble with Uplay, love for companion apps and microtransactions Exclusive 42
by Christian Nutt [06.12.14]
Gamasutra speaks to Ubisoft vice president of digital publishing Chris Early about the botched Watch Dogs PC launch and Uplay's image problem.
Console/PC, Business/Marketing, Exclusive, E3

Devolver Digital is content to keep its distance from the industry Exclusive 2
by Alex Wawro [06.11.14]
“We have no aspirations to grow, and no aspirations to ever sell this company. This is what we want to do -- we’re hanging out with our buddies, doing something really cool. It feels like a family."
Console/PC, Social/Online, Indie, Production, Business/Marketing, Exclusive, E3

What did they do to you?: Our women heroes problem Exclusive 134
by Leigh Alexander [06.11.14]
Spurred by the Rise of the Tomb Raider and Infamous: Last Light E3 trailers, Leigh Alexander reflects on the trend of seeing women heroes primarily through the trauma they've endured.
Console/PC, Programming, Exclusive, E3

Analysis: The Nintendo bubble Exclusive 122
by Christian Nutt [06.10.14]
Nintendo is in a bubble. If it wants to stay in the hardware business it has to find a way to break out without letting its fans escape. That will be a painful transition -- if it's even possible.
Console/PC, Business/Marketing, Exclusive, E3

Microsoft's clear message at E3: We've got the games Exclusive 15
by Alex Wawro [06.09.14]
With the Xbox One's launch period plagued by a series of communication and strategy snafus, Microsoft satisfied its main demographic with an E3 presentation devoted solely to major games -- but few surprises.
Programming, Art, Design, Exclusive, E3

The art of injecting emotion into The Sims 4 Exclusive 1
by Mike Rose [06.09.14]
Gamasutra caught up with Ryan Vaughan on The Sims 4, to find out what exactly the injection of emotion means. Is it all marketing buzzwords, or has the team really hit upon the next generation of AI in video games?
Console/PC, Design, Exclusive, E3

Fine young cannibals: Developing Early Access hit, The Forest Exclusive 6
by Kris Graft [06.09.14]
Last week, almost out of nowhere, a new survival contender showed up: The Forest from Endnight Games.
Console/PC, Design, Exclusive

The Witness: Modeling epiphany Exclusive 28
by Leigh Alexander [06.06.14]
Leigh Alexander catches up with Jon Blow about The Witness, and asks the enigmatic designer some questions she has always been afraid to ask him.
Console/PC, Indie, Programming, Art, Design, Exclusive

Being B.J. Blazkowicz: Storytelling in Wolfenstein: The New Order Exclusive 17
by Kris Graft [06.05.14]
Jens Matthies, creative director on Machine Games' Wolfenstein: The New Order, is all about aligning player and protagonist motivations when telling a story in a video game.
Console/PC, Design, Exclusive

Suffering from realness: A tale of two Kanye West games Exclusive 13
by Leigh Alexander [06.03.14]
Leigh Alexander looks at two very different Kanye West video games, and how each approaches his music: Is there room for something to exist on the spectrum between cynicism and humor?
Console/PC, Social/Online, Indie, Programming, Art, Design, Exclusive

Shipping your first game while you're still in school: A Story About My Uncle Exclusive 3
by Alex Wawro [06.03.14]
These Swedish game design students founded a company and cut a deal with Coffee Stain Studios to publish their first game, Story About My Uncle, to positive buzz a week before graduation.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive, Video

As paid games are crowded out on mobile, one dev heads back to PC Exclusive 2
by Mike Rose [05.30.14]
"The paid market on mobile is shrinking. EPOCH and EPOCH 2 have been very successful on iOS, but the rate at which the paid market is shrinking means we have to look for other revenue streams."
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive, Video

The Blue Shell and its Discontents Exclusive 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.
Design, Exclusive

Heavy Bullets is modern day indie game development dressed in 90s neon Exclusive 1
by Kris Graft [05.28.14]
Terri Vellmann’s Heavy Bullets is reminiscent of an older-school of video games. But the way it’s being made has the markings of the new school of indie game development.
Console/PC, Indie, Design, Exclusive, Video

How a single game trailer turned the tide for Factorio Exclusive 2
by Mike Rose [05.27.14]
Never underestimate the power of a great video game trailer. The team behind crafting game Factorio know this all too well, given how a single video changed their fortunes so dramatically.
Console/PC, Indie, Design, Exclusive, Video