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October 4, 2015
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October 4, 2015
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Updates » Exclusive
Don't Miss: Learning level design from The Legend of Zelda Exclusive 64
by Mike Stout [01.14.15]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design, Exclusive

Don't Miss: Game art tips from Rockstar's former art director Exclusive 4
by Kris Graft [01.13.15]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Art, Exclusive

Don't Miss: Finding the beat in Crypt of the NecroDancer Exclusive 10
by Ryan Clark [01.12.15]
Brace Yourself Games debuted the rhythm-based roguelike Crypt of the NecroDancer in 2014. Here, creator Ryan Clark shares how he discovered, then carefully tweaked the game's signature beat mechanic.
Indie, Design, Exclusive

Don't Miss: Measuring the lasting impact of Xbox Live Indie Games Exclusive 17
by Christian Nutt [01.09.15]
What happened to the Xbox Live Indie Game developers? What did they learn from working with the Xbox 360-based marketplace, and the XNA dev tool? We ask them.
Console/PC, Indie, Programming, Production, Business/Marketing, Exclusive

Don't Miss: A postmortem of the original DoTA Exclusive 7
by Steve Feak, Steve Mescon [01.08.15]
In this classic postmortem, some of the key figures behind seminal Warcraft III mod Defense Of The Ancients provide a look at what went right and wrong during development of the trailblazing game.
Console/PC, Design, Exclusive

Don't Miss: Ending the vicious cycle of big games launching badly Exclusive 25
by Alex Wawro [01.07.15]
A deeper look at the aspects of game development that drive so many games -- especially big-budget AAA productions -- out the door before they're ready, and what developers can do to prevent it.
Console/PC, Production, Exclusive

SOE's Smedley sees an 'astounding' market for F2P on consoles Exclusive 2
by Alex Wawro [01.07.15]
Free-to-play is booming, but consoles still get a cold shoulder from F2P devs focused on the mobile and PC markets. Sony Online Entertainment president John Smedley explains why that's a bad idea.
Console/PC, Social/Online, Business/Marketing, Exclusive

20 developers, events and trends that shaped our industry in 2014 Exclusive  
by Alex Wawro [12.31.14]
As we bid farewell to 2014, it's clear we're closing out one of the more momentous years in recent game industry history; here are the developers, events and trends that defined the year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

VR design lessons learned in the making of Temple Run VR Exclusive  
by Alex Wawro [12.23.14]
Imangi Studios cofounder Keith Shepherd speaks to Gamasutra about what the studio learned in making a VR-friendly version of its Temple Run games for Samsung's Gear VR headset.
Smartphone/Tablet, Design, Exclusive

Q&A: Inside Papers, Please's journey through the Apple approval process Exclusive 1
by Phill Cameron [12.16.14]
After releasing Papers, Please on iOS, we talk with Lucas Pope about the process of porting, and Apple's issue with the game's nudity.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

When big games launch badly: Breaking the 'vicious cycle' Exclusive 25
by Alex Wawro [12.08.14]
A fresh look at the aspects of game development that drive so many games -- especially big-budget AAA productions -- out the door before they're ready, and what developers can do to prevent it.
Console/PC, Production, Exclusive

Don't Miss: The Witness artist reminds us to keep it simple Exclusive 8
by Alex Wawro [11.24.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Console/PC, Indie, Art, Design, Exclusive

American McGee takes casino games for a spin Exclusive  
by Mike Rose [11.24.14]
American McGee and his team at Spicy Horse has once again shifted strategy, teaming up with gambling game company Odobo to add slot games to McGee's previously Kickstarted action game Akaneiro: Demon Hunters.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, Exclusive

The Blue Flamingo: The 8 meter game filmed on a dolly track Exclusive 1
by Mike Rose [11.21.14]
Shelter studio Might & Delight surprised many this week, launching a new game on Steam right out of the blue.
Console/PC, Indie, Design, Exclusive, Video

What survival game design means to the studio behind The Long Dark Exclusive 2
by Raphael van Lierop [11.21.14]
Raphael van Lierop, founder and director at Hinterland Games, discusses what survival game design means to his studio when designing The Long Dark.
Console/PC, Indie, Design, Exclusive

Where does F2P Game of Thrones fare better, Facebook or iOS? Exclusive 1
by Alex Wawro [11.18.14]
Gamasutra speaks with Disruptor Beam about the effect a popular license has had on its Game of Thrones F2P game, and how people play the game differently on Facebook, iOS...and Kongregate.
Social/Online, Smartphone/Tablet, Business/Marketing, Exclusive

Q&A: When toy cars are infused with traditional game design Exclusive 2
by Mike Rose [11.18.14]
Earlier this year, robotics company Anki hired Joby Otero, a 23 year video game industry veteran, to help spearhead its Anki Drive project. I spoke with Otero about the design behind Anki Drive, and where he plans to take it now that he's onboard.
Console/PC, Design, Business/Marketing, Exclusive

Don't Miss: Warren Spector interviews Sid Meier about game design Exclusive 1
by Staff [11.17.14]
In this classic interview from the February 2002 issue of Game Developer magazine, one renowned game designer interviewed another to talk a bit about the creative and practical aspects of game design.
Console/PC, Design, Exclusive

Iron Galaxy's lessons learned on the path to Killer Instinct Exclusive 3
by Alex Wawro [11.17.14]
Iron Galaxy chief Dave Lang speaks to how his studio took over Killer Instinct and what he's learned in the tricky process of growing from a tech contractor to a developer of original games.
Console/PC, Production, Exclusive

Don't Miss: Designing the hit mobile game Monument Valley Exclusive 8
by Kris Graft [11.13.14]
Earlier this year, Monument Valley lead designer Ken Wong told us about designing a game that stands out from the crowd with a development team embedded inside a creative agency.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive