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April 18, 2014
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Updates » Exclusive
Art and tech come full-circle in Sentris Exclusive 1
by Leigh Alexander [01.08.14]
Samantha Kalman is working on Sentris, a unique music game whose funding campaign attracted significant talent -- here, she shares her cross-disciplinary approach to music, art and technology.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Crowdfunding

Ask Gamasutra: What can the game industry expect in 2014? Exclusive 12
by Staff [01.06.14]
For 2014's first Ask Gamasutra, our staff tackles the question: What are your game industry predictions for 2014?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Gathering Steam: Valve's service doubles every three years Exclusive 10
by Matt Matthews [01.02.14]
Valve's Steam, now in its second decade, has grown at a rate of 25 percent every year. It has already surpassed the size of Xbox Live, and will likely surpass Sony's service population by 2016.
Console/PC, Business/Marketing, Exclusive

Q&A: How iDreamsky brings a Western game to China Exclusive 2
by Alex Wawro [12.31.13]
Chinese companies like iDreamsky are partnering with Western devs to localize their games for China's booming mobile market. We talked to iDreamsky's Jeff Lyndon about how the process works.
Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive, China

Banished's 'build what you want, when you want it' game design Exclusive 7
by Mike Rose [12.30.13]
Game industry veteran Luke Hodorowicz had a vision. He'd played a whole bunch of city-building games over the years, but nothing had really managed to scratch the itch properly.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Q&A: Former Wipeout developers at Firesprite look to what's next Exclusive  
by Alex Wawro [12.30.13]
Sony shut down development house Studio Liverpool back in August 2012. Four of the former staffers went on to form Firesprite, a studio involved in helping Sony Japan bring The Playroom to PlayStation 4.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Best of 2013: Inside the PlayStation 4 with Mark Cerny Exclusive 74
by Christian Nutt [12.27.13]
In one of our most fascinating articles of the year, Gamasutra spoke to PlayStation 4 lead architect Mark Cerny about the design process and capabilities of Sony's console.
Console/PC, Programming, Business/Marketing, Exclusive

Best of 2013: Clash of Clans' 5 keys to success Exclusive 11
by Mike Rose [12.27.13]
Supercell had a big year. In January 2013, we talked to Clash of Clans product lead Lasse Louhento about what makes the mobile strategy game so popular.
Smartphone/Tablet, Design, Exclusive

After a big Kickstarter, VR 'treadmill' turned to reality TV for funds Exclusive 5
by Kris Ligman [12.23.13]
Gamasutra contributing editor Kris Ligman speaks with Virtuix founder Jan Goetgeluk about the Virtuix Omni, an upcoming VR treadmill which recently featured on the reality show Shark Tank.
Indie, Business/Marketing, Exclusive, Video, VR

Analysis: First-year Wii U sales suggest grim lifetime sales Exclusive 41
by Matt Matthews [12.23.13]
Judging from how recent consoles have performed over their lifetimes, Wii U could very well be set up to sell extremely poorly in the long run, Matt Matthews argues.
Console/PC, Business/Marketing, Exclusive

5 flawed games from 2013 (that game devs should play) Exclusive 11
by Mike Rose [12.20.13]
We've already listed our favorite games of 2013. Now Gamasutra editor Mike Rose picks out five games from 2013 that, while flawed, present ideas for developers to build upon.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Best of 2013: The stories behind the SCUMM engine Exclusive 13
by Staff [12.20.13]
It's rare that the mention of a video game engine elicits strong emotions, but SCUMM is special in a lot of ways. SCUMM co-creator Aric Wilmunder shares the stories behind the well-regarded engine.
Console/PC, Programming, Business/Marketing, Exclusive

Best of 2013: Dirty Game Development Tricks Exclusive 20
by Staff [12.20.13]
One of our best stories this year was the revival of one of the most popular Game Developer Magazine features, "Dirty Coding Tricks," with 9 new from-the-trenches stories and a few unorthodox tricks.
Console/PC, Programming, Production, Business/Marketing, Exclusive

Making Knack: An interview with Mark Cerny Exclusive 7
by Christian Nutt [12.20.13]
The PlayStation 4 architect walks us through the development process of Knack, refined over years of working on everything from Crash Bandicoot to God of War.
Console/PC, Design, Production, Exclusive

Gamasutra's Best of 19XX: Brandon Sheffield's Top 5 Video Games Exclusive 14
by Brandon Sheffield [12.19.13]
Independent game developer and Gamasutra senior contributing editor Brandon Sheffield didn't have much time to play new video games this year. But he did still play some great video games in 2013.
Console/PC, Design, Exclusive

The 25 most popular stories on Gamasutra in 2013 Exclusive  
by Mike Rose [12.19.13]
It's clear that 2013 was one of the most exciting and announcement-packed year for video games we've seen -- but which stories were the most searched for, the most read, the most popular?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

'Diversity Lounge'? PAX has a lot of work to do Exclusive 40
by Leigh Alexander [12.19.13]
With its "Diversity Lounge and Hub," PAX is finally trying to address some of its community problems. So why is everybody laughing? Leigh Alexander explores what it would really take to start healing.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Design, Business/Marketing, Exclusive

Best of 2013: Why are we still talking about LucasArts' old adventure games? Exclusive 32
by Frank Cifaldi [12.18.13]
What was so special about Lucasfilm Games during the golden age of its graphical adventure games in the 80s and 90s? Earlier this year, we polled our development community to find out.
Console/PC, Business/Marketing, Exclusive

Gamasutra's Best of 2013: Alex Wawro's Top 5 Video Games Exclusive 2
by Alex Wawro [12.18.13]
Gamasutra editor Alex Wawro continues our end-of-the-year series by sharing his picks for the best games of 2013.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Exclusive

Killing Floor for Ouya an experiment in 'hardcore' appeal Exclusive 2
by Kris Ligman [12.18.13]
Tripwire vice president Alan Wilson says he's eager to see if its co-op zombie survival game Killing Floor: Calamity is the 'killer app' the Ouya needs to bring in a core audience to microconsoles.
Console/PC, Business/Marketing, Exclusive, Microconsole