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October 23, 2014
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October 23, 2014
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Updates » Exclusive
Freedom, simplicity of solo development in The Next Penelope Exclusive 1
by Mike Rose [08.28.14]
The developers behind Hell Yeah! needed the game to be a big hit if Arkedo was going to keep making games. When Hell Yeah! fell short, one of Arkedo's founders tried something new.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Selling a game before it's 'done': Tips and insight for paid alphas Exclusive 10
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Wage gauge: Industry salary stats from the 2014 Game Career Guide Exclusive  
by Staff [08.27.14]
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, annual Career Guide

Game Design Deep Dive: Amnesia's 'Sanity Meter' Exclusive 15
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Design, Exclusive, Deep Dive

Don't Miss: Dirty Game Development Tricks Exclusive 19
by GDMag Staff [08.26.14]
From the archives of Game Developer Magazine come 9 from-the-trenches stories of designers, artists and programmers using unorthodox tricks to circumvent sticky development problems.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Forging a new reality: Bungie on Destiny's art direction Exclusive 11
by Christian Nutt [08.26.14]
Senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" as well as fun and functional.
Console/PC, Art, Production, Exclusive

Don't Miss: How 80 Days redefines the mobile text adventure Exclusive 1
by Mike Rose [08.25.14]
One mobile game single-handedly changed the way Gamasutra's Mike Rose thinks about text-based adventure games: 80 Days from Inkle Studios, a non-linear tale of Phileas Fogg's famous journey.
Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive

Why make a game a week?: Learning game development in public Exclusive 6
by Leigh Alexander [08.25.14]
Adriel Wallick has been making a game a week for some 38 weeks, and shares what she's learned in the liberating exercise -- and how a willingness to be vulnerable can help improve one's design practice.
Console/PC, Indie, Programming, Design, Exclusive, GDC Europe

Making Formula 1 accessible with Motorsport Manager Exclusive  
by Mike Rose [08.22.14]
There's a mobile game crashing through the App Store paid charts right now -- and you might be surprised to hear that it's a Formula 1 simulation game.
Smartphone/Tablet, Indie, Design, Exclusive, Video

Don't Miss: How Girls Make Games aims to shake up the industry Exclusive 9
by Leigh Alexander [08.22.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Tribe hopes to foster a new genre of games with Velvet Sundown Exclusive 5
by Alex Wawro [08.22.14]
What if an adventure game was multiplayer? Tribe Games has spent four years building a platform that can answer that question, and now its hoping to kickstart a new genre of drama games.
Console/PC, Social/Online, Design, Exclusive, Video

Monzo attempts to bring model kit construction to your mobile Exclusive 1
by Mike Rose [08.21.14]
Following gory titles like Shadowgun and Dead Trigger, Madfinger Games is now building a game about... model kits.
Smartphone/Tablet, Design, Business/Marketing, Exclusive, Video

Indies, be aggressive!: A tip from the 2014 Game Career Guide Exclusive  
by Staff [08.21.14]
In this edition, game developer (and former Game Developer magazine EIC) Brandon Sheffield of Necrosoft Games offers some advice for indies: Be aggressive!
Indie, Business/Marketing, Exclusive, annual Career Guide

How do you reinvent Call of Duty all over again? Exclusive 9
by Mike Rose [08.21.14]
With Call of Duty: Advanced Warfare, Sledgehammer Games is not only looking to reinvent the franchise -- it's also the studio's very first go at building its own Call of Duty.
Console/PC, Business/Marketing, Exclusive

Game Design Deep Dive: Ammo Collection in Wolfenstein: The New Order Exclusive 13
by Jerk Gustafsson [08.21.14]
MachineGames' Jerk Gustafsson writes about a very specific game design decision in Wolfenstein: The New Order, as part of a new Gamasutra series.
Console/PC, Design, Exclusive, Deep Dive

Pixel Miner explores the constraints of the Pebble smartwatch Exclusive 2
by Mike Rose [08.20.14]
Admittedly, I find myself glued to a screen most weekends, playing whatever takes my fancy at the time. Last weekend, the screen was a little smaller than normal.
Smartphone/Tablet, Indie, Design, Exclusive

Download the 2014 Game Career Guide now! Exclusive 1
by Staff [08.20.14]
Looking to advance your career in the video game industry? The free annual Game Career Guide is out now, and will help industry newcomers and veterans alike.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Student/Education, annual Career Guide

Don't Miss: BlitWorks reveals how it ports games like Fez Exclusive 3
by Alex Wawro [08.20.14]
We catch up with one of the cofounders of BlitWorks, the port house responsible for the PSN versions of Spelunky, Fez and Jet Set Radio, to learn more about how the company does business.
Console/PC, Indie, Programming, Design, Production, Exclusive

How do you innovate with zombies? Dying Light searches for the answer Exclusive 3
by Mike Rose [08.20.14]
I spoke with Maciej Binkowski, lead game designer on Dying Light, about finding innovation in a genre that appears to have already been beaten to death.
Console/PC, Design, Business/Marketing, Exclusive, Video

Don't Miss: How to get your game covered by YouTubers Exclusive 11
by Mike Rose [08.19.14]
Gamasutra editor Mike Rose returned to GDC Europe this year to give a talk on the best ways to get in touch with YouTubers. Here, you'll find a written version of the talk.
Console/PC, Indie, Business/Marketing, Exclusive