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November 23, 2014
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November 23, 2014
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Updates » GDC China
It's a good time to release high-quality mobile games in China  
by Brandon Sheffield [10.21.14]
In his GDC China talk, Rety Chen discusses how the business model that's right for you in China depends both on where the market is for your platform -- and where your company is in its lifecycle.
Smartphone/Tablet, Business/Marketing, GDC China

Kellee Santiago's 10-step video game production plan 2
by Brandon Sheffield [10.21.14]
"First you have an idea for your game. Second, you make that game. Third, you iterate and playtest those mechanics until they're engaging, and fourth, you launch it."
Console/PC, Smartphone/Tablet, Production, GDC China

Creating a Wikia alternative for video games in China  
by Brandon Sheffield [10.21.14]
Yang Chen, founder of the portal Joyme.com, talked at GDC China about how he wanted to create a Wikia kind of culture for his company's games, and others.
Console/PC, Business/Marketing, GDC China

Chinese developers need to better identify the needs of their players 1
by Brandon Sheffield [10.20.14]
"We serve the customers, that's our common goal," says Jeff Lyndon, president and co-founder of Chinese mobile game publisher iDreamSky, at GDC China today.
Console/PC, Design, Business/Marketing, GDC China, China

The 'new-platform' model - an alternate path for indies  
by Brandon Sheffield [10.20.14]
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, GDC China

When quality comes before making money: Developing Monument Valley 3
by Brandon Sheffield [10.19.14]
Monument Valleycreator UsTwo is primarily a UI and design firm, working for clients. They don't usually make games. But Monument Valley, the company's third game, sold over 1 million copies.
Smartphone/Tablet, Design, Video, GDC, GDC China

IGF China 2014 reveals Main Competition and Student finalists  
by Staff [09.17.14]
The Independent Games Festival China has revealed the Main Competition and Student finalist games for its 2014 award ceremony, which celebrates leading indie games from throughout the Pan-Pacific area.
Indie, Design, 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