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July 24, 2014
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Updates » Exclusive
Playing with time in Project Temporality Exclusive  
by Mike Rose [03.07.14]
When Niklas Hansson left Activision Blizzard subsidiary Massive Entertainment in 2008, he took a little break from video game development. But he never did lose the itch for making games.
Console/PC, Indie, Design, Exclusive, Video

Pavilion: A gorgeous game pulled from the wreckage of a project gone awry Exclusive 4
by Mike Rose [03.07.14]
When Rickard Westman and Henrik Flink first decided to make a game together, it didn't go so well. Now the pair is turning heads with its game Pavilion, an experience pulled from that initial wreckage.
Console/PC, Indie, Art, Design, Exclusive

Powerpuff Girls license an unexpected undertaking for Radiangames Exclusive 2
by Mike Rose [03.07.14]
For anyone who follows Radiangames, his latest announcement will come as quite the surprise. For his next trick, Schneider has swapped his neon-filled blast-em-up style for... a Powerpuff Girls game?
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

Game Animation Bootcamp: An expert roundtable Q&A Exclusive 5
by Mike Jungbluth [03.07.14]
The game animation experts behind GDC's Animation Bootcamp answer questions from the development community. Even if you don't work directly in animation, this is worth a read.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Exclusive

Road to the IGF: Paralect Exclusive  
by Kris Graft [03.06.14]
Gamasutra talks to the aptly-named Paralect Team about its Independent Games Festival-nominated Paralect, which is up for the Excellence in Narrative award.
Indie, Exclusive, Video, IGF

A Dark Room's unique journey from the web to iOS Exclusive 3
by Leigh Alexander [03.06.14]
Leigh Alexander examines the unique, evocative A Dark Room, catching up with its creator -- and the distant collaborator passionate enough about the game's message to undertake its iOS port.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

Road to the Student IGF: Gabe Cuzzillo on Foiled Exclusive 1
by John Polson [03.05.14]
Local multiplayer dueler Foiled is "Super Smash Bros meets Nidhogg," with platforming influenced by Super Meat Boy, explains Foiled co-creator Gabe Cuzzillo.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video, IGF

Upcoming exhibition to feature China's emerging indies Exclusive  
by Leigh Alexander [03.05.14]
What's China's indie game scene like? Bryan Ma is curating an exhibition of Chinese art games for Babycastles in New York City, and talks to Gamasutra about some unique challenges facing the nascent space.
Indie, Programming, Art, Design, Exclusive, China

Dan Pearce: From BAFTA Young Designer to Breakthrough Brit Exclusive 1
by Mike Rose [03.05.14]
Dan Pearce is quite the rising star in the UK video game industry. Pearce won the first ever BAFTA Young Game Designers competition alongside two friends, marking the start of his development career.
Console/PC, Indie, Design, Exclusive, Video

Brenda Romero: What game designers can learn from Michelin chefs Exclusive 6
by Alex Wawro [03.05.14]
“We’re often forced to take something out of the oven and send it out before it’s ready. Maybe we need to adjust our recipes.” Brenda Romero shares game design tips garnered from great chefs.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive

Q&A: How Renegade Kid quietly found success on Nintendo's eShop Exclusive 2
by Kris Ligman [03.04.14]
As Microsoft and Sony make a publish push to attract indie game devs to their consoles, Renegade Kid's Jools Watsham talks about how Nintendo's eShop is where his studio has seen its highest sales.
Console/PC, Business/Marketing, Exclusive, Video

Indie dev Richard Perrin explores dialog-driven storytelling in Journal Exclusive 1
by Mike Rose [03.04.14]
In 2012, Richard Perrin released Kairo a minimalistic 3D puzzlers with barely any dialog. This year, he released Journal, a dialog-driven game. Why the change of scenery?
Console/PC, Indie, Design, Business/Marketing, Exclusive

Postmortem: Camouflaj's Republique: Episode 1 Exclusive 18
by Gamasutra Community [03.04.14]
From the basic idea that people wanted rich mobile game experiences, Ryan Payton built a studio and a game -- and here he tells the story of how Camouflaj begat Republique.
Console/PC, Smartphone/Tablet, Production, Exclusive

The mechanics and ethics of free-to-play in Path of Exile Exclusive 24
by Christian Nutt [03.03.14]
The developers have successfully sold "supporter packs" that cost over $12,000 -- while also making a game that eschews free-to-play gimmicks. What gives?
Console/PC, Indie, Design, Business/Marketing, Exclusive

Q&A: Creating the Wii U-exclusive Affordable Space Adventures Exclusive 4
by John Polson [02.28.14]
The developers behind critically-acclaimed titles such as Knytt Underground, NightSky, and Spin The Bottle commit to the Wii U for the suspenseful Affordable Space Adventures.
Console/PC, Indie, Design, Exclusive, Video

Banner Saga publisher opens up business for more indie projects Exclusive 2
by Kris Graft [02.28.14]
Just as game developers have been splitting off from larger corporations to go independent, so are a few professional game publishers.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive

Road to the IGF: Robin Arnott's SoundSelf Exclusive 1
by Leigh Alexander [02.27.14]
Our Road to the IGF series continues with Robin Arnott's unique and personal SoundSelf, a synesthetic chanting experience with roots in Burning Man and thoughts about sound and consciousness.
Console/PC, Indie, Programming, Audio, Design, Exclusive, Video, IGF

Shooty-man: A candid catch-up with Counter-Strike co-creator Minh Le Exclusive 3
by Mike Rose [02.27.14]
Gamasutra recently sat down to play some Counter Strike with series co-creator Minh Le, about the seminal FPS, his more recent work, and the perils of free-to-play.
Console/PC, Business/Marketing, Exclusive, Video

Road to the IGF: Christian Etter's Drei Exclusive  
by Leigh Alexander [02.26.14]
Can community defy gravity -- literally? That's the concept behind Christian Etter's stylish Drei, a collaborative iOS game that gathers strangers to build colorful, irregular towers together.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, IGF

A bird? A plane? Nah, it's just Vlambeer's Rami Ismail Exclusive 3
by Kris Graft [02.26.14]
Perhaps it's hyperbolic to call Rami Ismail the Superman of indie game development, but consider this: He hears the cries of fellow indies, he feels a sincere obligation to help them, and he lends a hand.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Exclusive