Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 19, 2014
arrowPress Releases
April 19, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:

Updates » Exclusive
How Octodad turned a group of strangers into best friends Exclusive 4
by Mike Rose [01.29.14]
When 18 strangers were thrown into a room together, Octodad was born. Now three years later, the Young Horses team is about to bring it to fruition.
Console/PC, Indie, Exclusive

How the creator of EverQuest plans to bring MMOs into a new era Exclusive 9
by Kris Ligman [01.29.14]
Brad McQuaid and Salim Grant discuss Pantheon: Rise of the Fallen, an upcoming MMO set to bring the challenge of old-school EverQuest to the modern age.
Console/PC, Social/Online, Indie, Design, Business/Marketing, Exclusive

Road to the IGF: Lazy 8 Studios' Extrasolar Exclusive 1
by Mike Rose [01.28.14]
As part of Gamasutra's Road to the IGF series, Rob Jagnow discusses how his love of ARGs shaped Extrasolar, and how he's been secretly terrified of how people will react to the game throughout development.
Console/PC, Design, Business/Marketing, Exclusive, Video, IGF

How indie dev Dejobaan juggles three games at once Exclusive 4
by Mike Rose [01.28.14]
Boston-area dev Dejobaan Games is currently working on three different games at the same time -- Drunken Robot Pornography, Drop That Beat Like an Ugly Baby, and Elegy for a Dead World.
Console/PC, Design, Business/Marketing, Exclusive

Just who is 'thecatamites' anyway? Exclusive 2
by Mike Rose [01.28.14]
Developer Stephen Murphy, aka thecatamites, had a pretty rough 2013. Now in 2014, he hopes to take his unmistakable style to newfound, commercial heights.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Road to the IGF: Brace Yourself Games' Crypt of the NecroDancer Exclusive 2
by Alex Wawro [01.27.14]
Kicking off Gamasutra's 2014 Road to the IGF series, Ryan Clark explains how "Thriller" influenced the design of NecroDancer, and why it's important to find the perfect beat you're building a rhythm game.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video, IGF

Crackdown 2 studio among devs hoping for funding via Square Enix Collective Exclusive  
by Mike Rose [01.27.14]
Crackdown 2 studio Ruffian Games is today one of three studios that has announced a new title, through which it will utilize the Square Enix Collective curated publishing platform.
Console/PC, Indie, Business/Marketing, Exclusive

Pining for the Soul Fjord: A peek under the hood of Kim Swift's next game Exclusive  
by Kris Ligman [01.27.14]
"The rhythm is the thing," says Soul Fjord composer Austin Wintory, in this insightful first look into the upcoming musical roguelike from Portal designer Kim Swift.
Console/PC, Indie, Audio, Design, Exclusive, Video

Veteran talent and a clear focus helped this mobile studio land $2.3M Exclusive  
by Mike Rose [01.23.14]
PlayRaven, a new studio focused on creating strategy games for tablets, just picked up $2.3 million in funding for its first game. We talked to the studio's CEO for more details.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

Taking on the challenges of being a mom in game development Exclusive 28
by Leigh Alexander [01.23.14]
Gamasutra's Leigh Alexander talks to game developers who also happen to be mothers, about the challenges of balancing work and life, and finding success in a male-dominated industry.
Indie, Business/Marketing, Exclusive, Recruitment

Ask Gamasutra: Time for Nintendo to make some mobile games? Exclusive 68
by Staff [01.22.14]
Over a year after the launch of the Wii U, there is no question: Nintendo's latest game console is in trouble. Is it finally time to put Mario on an iPhone?
Console/PC, Business/Marketing, Exclusive

How skateboarding game OlliOlli skipped over iOS, and onto Vita Exclusive  
by Mike Rose [01.21.14]
When Roll7 first put together the prototype for what would become hard-as-nails skateboarding game OlliOlli, it was destined for the iOS App Store -- but ended up on Vita.
Console/PC, Design, Business/Marketing, Exclusive

Emerging from a State of Decay: Undead Labs' lessons from XBLA Exclusive  
by Kris Ligman [01.21.14]
Following the success of Undead Labs' debut title, State of Decay, Gamasutra speaks with Jeff Strain about breathing new life into XBLA -- and how games continue to drive platforms.
Console/PC, Social/Online, Indie, Design, Business/Marketing, Exclusive

Learning about community and inclusiveness with Redshirt Exclusive 2
by Leigh Alexander [01.17.14]
The Tiniest Shark's Mitu Khandaker shares the philosophy behind her darkly comedic space fiction Redshirt -- both within the social networking sim-game, and in the way she hopes to treat players.
Console/PC, Indie, Programming, Design, Exclusive

Q&A: Turning a Telltale game into 'a Telltale experience' Exclusive 2
by Kris Ligman [01.17.14]
Gamasutra's Kris Ligman speaks with Telltale Games' Kevin Bruner, Ryan Kaufman and Pierre Shorette on what it takes to be the 'Pixar' of game studios.
Console/PC, Design, Production, Exclusive

Subterfuge: Designing a strategy game that takes a week to play Exclusive 3
by Alex Wawro [01.16.14]
The creators of Flower Garden and World of Goo are teaming up to develop Subterfuge, a mobile game of diplomacy and strategy that plays out in real time -- at very low speed.
Social/Online, Smartphone/Tablet, Design, Exclusive

DayZ's 1 million sales: A 'shots fired moment' for publishers Exclusive 4
by Christian Nutt [01.16.14]
Dean Hall, creative lead of DayZ, speaks to Gamasutra about his game's runaway success as a Steam Early Access alpha -- and what it means for him and for the industry.
Console/PC, Indie, Production, Business/Marketing, Exclusive

Now we own you: Another caution for crowdfunded content Exclusive 6
by Leigh Alexander [01.15.14]
Crowdfunding doesn't just change the way money is raised for games -- it also changes the terms of a game's release, writes Gamasutra's Leigh Alexander.
Console/PC, Indie, Programming, Design, Business/Marketing, Exclusive, Crowdfunding, Alternative Funding

How today's game developers come to grips with self-promotion Exclusive 17
by Leigh Alexander [01.15.14]
It's not enough to just make a great game -- to stand out and become a success, you have to promote yourself. Leigh Alexander speaks to developers who are adjusting to modern marketing realities.
Console/PC, Indie, Business/Marketing, Exclusive

At 500K downloads, Tic Tactics injects new life into classic game Exclusive 2
by Kris Ligman [01.13.14]
With 500,000 downloads in the last two months, California mobile developer Hidden Variable believes it's unlocked the secret to making tic-tac-toe crisp and sophisticated with Tic Tactics.
Social/Online, Smartphone/Tablet, Design, Exclusive