Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 22, 2014
arrowPress Releases
October 22, 2014
PR Newswire
View All





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


Updates » Exclusive
6 key points from the 2014 Indie Salary Report Exclusive 17
by Kris Graft [07.23.14]
This is the fifth year for the indie developer salary report, in which we survey non-salaried game developers. 2013 was a mixed bag overall, with some salaries up, some down year-on-year.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Salary Survey 2014

Don't Miss: The beautifully intricate design of Else Heartbreak Exclusive 3
by Leigh Alexander [07.22.14]
Erik Svedäng and Niklas Åkerblad talk Else Heartbreak, a story-driven game set in the fictional harbor town of Dorisburg: "a strange kind of homemade Grand Theft Auto, without any guns or cars."
Console/PC, Indie, Programming, Art, Design, Exclusive

Gender wage gap: How the game industry compares to the U.S. average Exclusive 53
by Kris Graft [07.22.14]
The gender pay gap is once again a hot topic in the world of U.S. politics, and in the world of video game development, the issue has reared its head.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Salary Survey 2014

Game Developer Salary Survey 2014: The results are in! Exclusive 64
by Kris Graft [07.22.14]
Gamasutra recently polled over 4,000 game developers worldwide, asking them the question: How much money did you make?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Salary Survey 2014

Alaska Natives share their stories, culture through commercial games Exclusive  
by Leigh Alexander [07.21.14]
After 20 years in traditional games, Sean Vesce aims to help the Inupiat people of Alaska share their culture and values with the commercial gaming audience through puzzle platformer Never Alone.
Console/PC, Indie, Serious, Programming, Art, Design, Production, Exclusive, Video

Don't Miss: With new perspective, Cliff Bleszinski plots next move Exclusive 25
by Leigh Alexander [07.18.14]
"You spend those first 18 years struggling to grow up, and then the next 18 years struggling to get back." Leigh Alexander talks to a man who wants to be known for more than chainsaw-equipped assault rifles.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Don't Miss: The ambitious development of The Division Exclusive 9
by Christian Nutt [07.17.14]
Speaking to David Polfeldt, developer of Tom Clancy's The Division, it's clear that he has ambitions to do more with his game than present another twitch shooter -- and to do more with storytelling.
Console/PC, Design, Exclusive

Q&A: Veteran director Khris Brown on the secrets of great voice acting Exclusive 4
by Alex Wawro [07.16.14]
Gamasutra speaks to voice director, consultant and game industry veteran Khris Brown to better understand how high-quality voicework in games comes together from a developer perspective.
Console/PC, Indie, Audio, Design, Production, Exclusive

Don't Miss: Letting go of control with David OReilly's Mountain Exclusive 39
by Leigh Alexander [07.15.14]
Leigh Alexander investigates why artist David OReilly's Mountain feels like a rebellion against the stressful nature of contemporary Internet culture.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

The beautifully intricate dollhouse of Else Heartbreak Exclusive 3
by Leigh Alexander [07.15.14]
Erik Svedäng and Niklas Åkerblad talk Else Heartbreak, a story-driven game set in the fictional harbor town of Dorisburg: "a strange kind of homemade Grand Theft Auto, without any guns or cars."
Console/PC, Indie, Programming, Art, Design, Exclusive

Don't Miss: The origin story of Divinity: Original Sin Exclusive 7
by Alex Wawro [07.14.14]
"We always wanted to make an old-school PC RPG with multiplayer," says studio founder Swen Vincke. "We never managed to sell it to a publisher in the past; every time we proposed, it was refused."
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Don't Miss: Let's revisit Final Fantasy X! Anyone? Exclusive 59
by Leigh Alexander [07.11.14]
Games remember who we were when we played them. Leigh Alexander revisits Final Fantasy X -- and puzzles over the lost heyday of big Japanese roleplaying games.
Console/PC, Art, Design, Exclusive

Here's what the feds have to say about paid YouTube content Exclusive 10
by Mike Rose [07.11.14]
The Federal Trade Commission has told us that those YouTubers who are paid by publishers to advertise their games must provide clear, obvious disclosure in videos.
Console/PC, Business/Marketing, Exclusive, YouTube

Pay for Play: The ethics of paying for YouTuber coverage Exclusive 60
by Mike Rose [07.11.14]
There's a new branch of ethical conundrums on the block. With the rise of the video game YouTuber, viewers have started to question whether certain big names in the world of YouTube are being paid off by publishers.
Console/PC, Business/Marketing, Exclusive, YouTube

Q&A: The latest on PlayStation dev relations, with Sony's Adam Boyes Exclusive 1
by Kris Graft [07.10.14]
Sony has emphasized a commitment to make players happy -- but in order to get there, PlayStation needs to keep developers happy. We talk to SCEA's VP of developer relations, Adam Boyes.
Console/PC, Indie, Business/Marketing, Exclusive

Don't Miss: Can joy be more 'adult' than violence? Exclusive 28
by Leigh Alexander [07.09.14]
"Adult content" rules commercial games -- but repetitive, blistering violence gets dull. Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy, as an alternative quality of mature games.
Console/PC, Indie, Programming, Art, Design, Exclusive

Divinity: Original Sin is the game Larian Studios waited 15 years to make Exclusive 7
by Alex Wawro [07.09.14]
"We always wanted to make an old-school PC RPG with multiplayer," says Larian founder Swen Vincke. "We never managed to sell it to a publisher in the past; every time we proposed, it was refused."
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Don't Miss: The Chinese Room's melancholy and refreshing Rapture Exclusive 7
by Leigh Alexander [07.08.14]
Leigh Alexander visits The Chinese Room to see Everybody's Gone to the Rapture -- a uniquel melancholy and distinctly English apocalypse, created by a team with a refreshing attitude to sustainability.
Console/PC, Indie, Design, Exclusive

There is nothing to 'do' in OReilly's Mountain - and that's a good thing Exclusive 39
by Leigh Alexander [07.08.14]
Artist David OReilly's Mountain feels like a rebellion against everything that's been bothering me.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive

5 tips for making a cross-platform game for mobile and PC Exclusive 12
by Mike Rose [07.07.14]
Many studios right now are attempting to build and release games for both mobile and PC platforms, and it's fair to say that many such attempts aren't going off without a hitch.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Exclusive