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May 18, 2013




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Updates » Exclusive
Road to the IGF: Tomorrow Corporation's Little Inferno Exclusive 2
by Christian Nutt [02.20.13]
Gamasutra speaks to the team behind the the slightly controversial and decidedly subversive "throw your toys into the fire" send up of social games and consumer culture.
Console/PC, Indie, Business/Marketing, Exclusive, IGF

What are video game previews for? Exclusive 46
by Leigh Alexander [02.19.13]
Gamasutra's Leigh Alexander questions who video game previews actually benefit, when most of them are so tightly-controlled that the only possible outcome is a marketing push for the publisher.
Console/PC, Social/Online, Business/Marketing, Exclusive

Video: Bungie looks back at the original Halo Exclusive 3
by GDC Vault Staff [02.18.13]
Developers from Bungie's seminal Halo discuss how experimentation and communication were key to creating the game, in this lecture from the 2003 Game Developers Conference.
Console/PC, Programming, Audio, Design, Production, Exclusive, Video

Road to the IGF: Michael Brough's VESPER.5 Exclusive 4
by Kris Graft [02.15.13]
Imagine a video game in which your character can only take one step per day. Michael Brough not only imagined that game, but he created it in about a week and named it VESPER.5.
Indie, Design, Exclusive, IGF

At 57K sold, Wii U's January performance is historically abysmal Exclusive 121
by Matt Matthews [02.15.13]
With only 57,000 consoles sold in its third month on U.S. retailer shelves, the performance of Nintendo's Wii U is anything but good. But how does it stack up with historical context? Not well, it turns out...
Console/PC, Business/Marketing, Exclusive

One way to tackle online multiplayer in platforming games Exclusive 1
by Mike Rose [02.15.13]
When Speedrunner HD studio DoubleDutch was having problems implementing online multiplayer, it turned to Awesomenauts and Swords & Soldiers dev Ronimo. This was Ronimo's advice...
Console/PC, Indie, Programming, Design, Exclusive

Linden Lab's Versu wants to make hobbyists storytelling superstars Exclusive 7
by Leigh Alexander [02.14.13]
Linden Lab launches its robust interactive storytelling app, Versu, today. CEO Rod Humble talks about why "the time is finally here" for romance and drama to come to the forefront of games.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

Rage of Bahamut -- fluke, or birth of a genre? Exclusive 13
by Staff [02.14.13]
Thanks to Rage of Bahamut's success, Cygames' collectible card game hit has spawned imitators. Gamasutra talks to developers and publishers to find out if this is a viable new genre or an ephemeral fad.
Social/Online, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Why did free-to-play Tribes Ascend add a buy-to-play option? Exclusive 9
by Mike Rose [02.14.13]
Earlier this week, Tribes: Ascend studio Hi-Rez announced it was adding a single purchase option to its free-to-play multiplayer shooter -- although the reasoning behind this was left unknown.
Console/PC, Business/Marketing, Exclusive

Nazi Zombie Army takes advantage of standalone spinoff format Exclusive 1
by Mike Rose [02.14.13]
As Sniper Elite studio Rebellion Developments unveils spin-off title Nazi Zombie Army, CEO Jason Kingsley discusses why these smaller spin-off titles benefit both developers and players.
Console/PC, Business/Marketing, Exclusive

Several out of work as Valve makes 'large decisions' about its future Exclusive 57
by Frank Cifaldi [02.13.13]
Several employees were let go from Steam and Half-Like maker Valve on Tuesday, in what affected employees describe as the company making "large decisions" about its future as a business.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Exclusive, Recruitment

Road to the IGF: Subset Games' FTL Exclusive  
by Kris Graft [02.13.13]
Subset Games' "spaceship simulation roguelike-like" FTL took a year-and-a-half to make, but once it launched, it was an overnight sensation. Now it's up for two awards at IGF 2013.
Indie, Programming, Design, Exclusive, IGF

Q&A: Making waves in Assassin's Creed III Exclusive 3
by Brandon Sheffield [02.13.13]
One of the most impressive components in Ubisoft's Assassin's Creed III was the game's naval battles. Ubisoft Singapore's Hugues Ricour explains how his studio created a memorable seafaring experience.
Console/PC, Design, Exclusive

Shade, and the future of interactive fiction on the App Store Exclusive 2
by Leigh Alexander [02.12.13]
Andrew Plotkin's classic interactive fiction Shade marks his first foray into paid IF on the App Store. Here, he suggests fostering community can bolster the creators of niche games on the mass market.
Console/PC, Smartphone/Tablet, Indie, Programming, Exclusive

Q&A: Bit.Trip Business: Indie studio life in 2013 Exclusive  
by Christian Nutt [02.12.13]
Running an indie studio in today's ever-changing game industry is not easy. Gamasutra speaks to Gaijin Games co-founders Alex Neuse and Mike Roush to find out how they handle it.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Nintendo's hard path to third-party support in 2013 Exclusive 94
by Matt Matthews [02.11.13]
We'd like to see the Nintendo Wii U attract great third-party software support -- but Nintendo's shrinking share among third-party publishers' revenues is difficult to ignore.
Console/PC, Business/Marketing, Exclusive

Road to the IGF: Teknopants' Samurai Gunn Exclusive 1
by Kris Graft [02.11.13]
Once you see other people playing Teknopants' games, you really can't wait to jump in and try them for yourself. His latest is Samurai Gunn, and it's up for the design award at IGF.
Indie, Design, Exclusive, Video, IGF

Road to the IGF: Mousechief's 7 Grand Steps Exclusive 1
by Leigh Alexander [02.08.13]
In the latest installment of our Road to the IGF series, Mousechief's Keith Nemitz talks multi-generational family history game 7 Grand Steps, and how history helps us understand humanity.
Indie, Programming, Design, Exclusive, Video, IGF

The surprising grace of Ninja Theory's Devil May Cry Exclusive 46
by Leigh Alexander [02.08.13]
With the new Devil May Cry, Ninja Theory faced a complicated challenge inheriting the longstanding Japanese action franchise -- but they managed it uniquely, says Gamasutra's Leigh Alexander.
Console/PC, Programming, Art, Design, Exclusive

The Walking Dead, mirror neurons, and empathy Exclusive 10
by Jamie Madigan [02.07.13]
Psychologist Jamie Madigan examines the neuroscience of one reason why The Walking Dead is so effective at eliciting empathy from players -- starting with a study on tiny Italian monkeys.
Console/PC, Design, Exclusive