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Updates » GDC China
IGF China 2014 seeking pan-Pacific indie game submissions  
by GDC Staff [04.07.14]
The Independent Games Festival China which will take place in October alongside GDC China in Shanghai is accepting indie game entries from the pan-Pacific area from now through July 25.
Console/PC, Smartphone/Tablet, Indie, Design, GDC China


IGF China 2013 winners announced  
by Brandon Sheffield [09.17.13]
The fifth annual IGF China has concluded, after some 250 entries were boiled down to a core 14 finalists across the main and student competitions. Here are the nine winning entries.
Indie, Programming, Art, Audio, Design, Production, GDC China, IGF

Remote workers in game development: Boon or burden? 4
by Brandon Sheffield [09.17.13]
Devin Reimer, CTO of OwlChemy Labs, thinks remote workers are an excellent choice for indie teams, and shares some tips and tricks for how the concept has worked for his company.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Recruitment, GDC China

Sometimes game consoles are a better place for indies, says Retro City Rampage dev 6
by Brandon Sheffield [09.17.13]
Brian Provinciano, creator and (mostly) sole developer of Retro City Rampage, thinks consoles are actually a pretty good place to be, against the logic of those who say mobile is the only game in town.
Console/PC, Indie, Design, Production, Business/Marketing, GDC China

Writing in the killing field: Violence in Spec Ops The Line 2
by Brandon Sheffield [09.16.13]
Walt Williams, lead writer and narrative designer on Spec Ops: The Line discusses the idea that violence in games, while it may not desensitize people from violence in general, does desensitize people from violence in games.
Indie, Design, GDC China

Papo & Yo and the evolution of the game designer 12
by Brandon Sheffield [09.16.13]
Minority Games' Vander Caballero discusses why he left triple-A games, and why he believes many games have a difficult time creating emotions like love and grief.
Console/PC, Smartphone/Tablet, Indie, Design, Production, GDC China

Dragon Age Legends developer's tips and tricks for free-to-play  
by Brandon Sheffield [09.16.13]
Ethan Levy, recently of Quarter Spiral, shares his tips and tricks for building free-to-play games, from smooth monetization to allowing players to peek behind the curtain and try before they buy.
Social/Online, Smartphone/Tablet, Design, Production, GDC China

Predict the future by preparing for change  
by Brandon Sheffield [09.16.13]
The future is unwritten, but preparing for, or at least thinking about multiple potential eventualities can help you be ready for that future, says Don Daglow, founder of Neverwinter Nights developer Stormfront Studios.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC China

Surviving a viral outbreak, DayZ style 6
by Brandon Sheffield [09.15.13]
The giant success of DayZ, with its two million players, was completely unexpected. Dean Hall discusses the ways in which he was not prepared for the massive viral success of his Arma 2 mod.
Console/PC, Production, GDC China

Getting to market fast, the lean development way 3
by Brandon Sheffield [09.15.13]
Lean development concepts have been moving through startups in Silicon Valley for some time, but haven't made much headway in game development. Katherine de Leon of GSN outlines why that should change.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC China

Playing your employees: a game design problem 2
by Brandon Sheffield [09.15.13]
Crytek executive producer Joshua Howard thinks that, for those having trouble with team management, there's a direct analog between game design and different management styles.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, GDC China

Cultivate a garden: The dangers of individual ownership Exclusive 1
by Brandon Sheffield [09.14.13]
Nathan Martz, former tech director of Double Fine, outlines how shared ownership can help to minimize risk and conflict between team members during the development of a game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Exclusive, GDC China

GDC China adds PvZ2, Kabam talks; releases session schedule  
by Staff [09.06.13]
Newly-announced talks for the upcoming GDC China include Kabam devs speaking about making games for Western audiences with Chinese teams, and PopCap China executive game designer Duncan on why Plants vs. Zombies 2 was launched in China.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing, GDC China

GDC China adds GSN Digital, Double Fine, Gameloft production talks  
by Staff [08.30.13]
The latest Production Track talks for September's GDC China event will include Gameloft on extending the life cycle of Order & Chaos and Double Fine on optimization techniques.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC China

GDC China 2013 adds DayZ, Ubisoft, Crytek production talks  
by Staff [08.27.13]
The newest Production Track talks for September's GDC China event in Shanghai will explore Crytek's game design-minded management tips, DayZ's rise, and Ubisoft's Splinter Cell Blacklist art.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC China

IGF China finalists, Indie Summit talks announced for GDC China 2013  
by Staff [08.16.13]
GDC China organizers have announced finalists for the 5th annual IGF China and highlighted talks for its Independent Games Summit, including IGF nominees Thirty Flights of Loving and Retro/Grade.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC China

GDC China adds CCP, Klei, Blizzard talks; early reg ends August 9  
by Staff [08.07.13]
Organizers highlight talks from Klei on Mark of the Ninja's stealth design, CCP on EVE Online's network interface, and Blizzard StarCraft II: HotS cinematic production.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC China

Papo & Yo, Unity, analytics talks added to GDC China 2013  
by Staff [07.26.13]
First lecture selections of the September event in Shanghai will include multiplatform dev tips with Unity, predictive analytics for online players, and the emotional journey in Papo & Yo.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, GDC China

Quantum Conundrum, and selling cartoony to the 'core' 3
by Simon Carless [11.22.12]
Depictions of violence in "hardcore" games has become so prevalent, that it seems some sections of the video game audience perceive anything non-violent as too kiddie to buy.
Indie, Design, GDC China