Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 1, 2014
arrowPress Releases
September 1, 2014
PR Newswire
View All





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


Updates » Exclusive
Kerbal Space Program's next big dev challenge: Adding multiplayer Exclusive 1
by Mike Rose [05.12.14]
Three years later, Kerbal Space Program is gearing up to release version 0.24, complete with a new contracts mechanic, a new mission control system, new tutorials, and the first steps towards multiplayer.
Console/PC, Indie, Design, Business/Marketing, Exclusive

The ups and downs of doing online multiplayer as an indie Exclusive 11
by Mike Rose [05.12.14]
Including online multiplayer is a difficult task, particularly for small teams. We speak to indies who've been in the trenches to get their take.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Remixes and solitude - The future of Captain Forever Exclusive 1
by Mike Rose [05.09.14]
When Farbs first released Captain Forever back in 2009, it was the start of a long and winding phase of experimentation. In 2014, we'll be seeing more results of that experimentation.
Console/PC, Indie, Business/Marketing, Exclusive

Combat game development: The fight to finish Galak-Z Exclusive 7
by Alex Wawro [05.09.14]
17-Bit CEO Jake Kazdal speaks to Gamasutra about the development of Galak-Z and why 17-Bit decided to switch gears and embrace procedural generation, throwing out months of work in the process.
Console/PC, Indie, Design, Production, Exclusive, Video

Four ways to design for horror, from Amnesia dev Frictional Games Exclusive 4
by Kris Graft [05.08.14]
Frictional Games creative director Thomas Grip seems like a pretty affable guy. But the games he makes scare the living crap out of people.
Console/PC, Indie, Design, Exclusive, Video

Twitch Plays Everything: Designing for a new frontier Exclusive 3
by Leigh Alexander [05.07.14]
Twitch Plays Pokemon demonstrated a massive potential audience for games that can be streamed with group participation -- now developers are designing for input from big groups of stream-watchers.
Console/PC, Social/Online, Programming, Design, Exclusive

Chariot started as some stick figures, ended up on PS4 Exclusive  
by Mike Rose [05.06.14]
When the team at Quebec-based Frima Studio first put together the stick-figure demo that would later become Chariot, there were smiles all round.
Console/PC, Indie, Design, Exclusive, Video

Friends forever: The story of Sportsfriends Exclusive 1
by Mike Rose [05.05.14]
Douglas Wilson and Bennett Foddy talk us through how Sportsfriends came about, from the troubles of publishing J.S. Joust on its own, to finding the perfect four games for the package.
Console/PC, Indie, Design, Business/Marketing, Exclusive

How Supergiant hopes to avoid the sophomore slump with Transistor Exclusive 2
by Alex Wawro [05.02.14]
Gamasutra sits down with Supergiant Games' creative director Greg Kasavin to learn more about the development of Transistor and what it feels like to release the follow-up to Bastion.
Console/PC, Indie, Design, Production, Exclusive

'Where to go with this?': The crowdsourcing crash course of #IDARB Exclusive 4
by Kris Graft [04.29.14]
#IDARB wasn't supposed to be much of a game at all. But thanks to input from all over the internet, the eight-player sports game has become something even bigger than its developer.
Console/PC, Social/Online, Indie, Design, Exclusive

You and me become we: Dancing with Bounden Exclusive 3
by Leigh Alexander [04.28.14]
Adriaan de Jongh talks co-op mobile dance game Bounden, and how Game Oven's work aims to negotiate the often-awkward, sometimes divine spaces between people using just a smartphone as a touchstone.
Console/PC, Smartphone/Tablet, Programming, Art, Design, Exclusive, Video

For Square Enix, designing Hitman as a 'board game' just made sense Exclusive 3
by Alex Wawro [04.28.14]
Making the next game in the Hitman franchise a tilt-shifted, turn-based puzzle game for mobile was risky enough -- the fact that it's Square Enix Montreal's first project just ups the stakes.
Smartphone/Tablet, Art, Design, Production, Exclusive, Video

Was launching Mercenary Kings for free on PS Plus worth it? Exclusive 5
by Mike Rose [04.25.14]
As the co-founder of Montreal-based Tribute Games, Jean-Francois Major has had to make some big calls for his company in recent times -- but none so big as launching their latest game for free via PS Plus.
Console/PC, Indie, Business/Marketing, Exclusive, Video

Close encounters with console indie execs, part 2: ID@Xbox's Chris Charla Exclusive 1
by Brandon Sheffield [04.24.14]
What are the tastes, backgrounds and experience of some of the biggest decision-makers at major console companies? Developer and senior contributor Brandon Sheffield talks to ID@Xbox's Chris Charla.
Console/PC, Indie, Exclusive

Cloud Chamber: The TV show you play on Steam Exclusive 2
by Mike Rose [04.23.14]
How the heck do you describe Cloud Chamber? Imagine following along with your favorite TV series, and after each episode you're able to jump online, dig deeper into what you watched, and discuss the twists and turns with fellow viewers.
Console/PC, Design, Business/Marketing, Exclusive, Video

Close encounters with console indie execs, part 1: PlayStation's Adam Boyes Exclusive 5
by Brandon Sheffield [04.23.14]
What are the tastes, backgrounds and game industry experience of some of the biggest decision-makers at major console companies? We find out, starting with PlayStation's Adam Boyes.
Console/PC, Indie, Business/Marketing, Exclusive

Rehearsals and Returns: A game about conversations that'll never take place Exclusive 1
by Mike Rose [04.22.14]
Rehearsals and Returns, from Independent Games Festival 2011 nominee Peter Brinson, plays with the ideas of effort vs. rewards, life, and death.
Console/PC, Indie, Design, Exclusive, Video

Q&A: How self-publishing brought Age of Wonders 3 back to life Exclusive 2
by Alex Wawro [04.22.14]
In the wake of this fantasy 4X strategy game's remarkable launch, Gamasutra sits down with Age of Wonders 3 lead designer Lennart Sas to find out why the studio waited 11 years to return to its roots.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive, Video

Q&A: The weird, wacky success that is Goat Simulator Exclusive 9
by Alex Wawro [04.21.14]
Coffee Stain Studios CEO Anton Westbergh explains how a game that started out as a game jam joke became a real, tangible product, and why game developers should lighten up once in a while.
Console/PC, Indie, Serious, Design, Production, Business/Marketing, Exclusive, Video

'What's the best game dev educational resource you've ever used?' Exclusive 2
by Staff [04.18.14]
There's a lot of great educational resources out there that can help you refine your game development skills -- the trouble is knowing where to look.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive