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June 7, 2013





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Updates » GDC China
Quantum Conundrum, and selling cartoony to the 'core' 4
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

The 9 common mistakes every indie game studio should avoid 24
by Simon Carless [11.21.12]
AaaAAAAAaaaaA: A Reckless Disregard For Gravity designer Ichiro Lambe has learned a lot of hard lessons in his over twelve years as an indie developer. Here, he whittles it down to the nine most important.
Indie, Design, GDC China

Johann Sebastian Joust turns motion control into slapstick comedy 6
by Simon Carless [11.21.12]
The fun part of making motion-controlled video games isn't making your players feel like virtual heroes -- it's about getting other people to laugh at the players' expense.
Indie, Design, Video, GDC China

GDC China: Why HTML5's negative publicity might be unfounded 4
by Simon Carless [11.20.12]
Despite its bad publicity, HTML5 is still a viable platform for games and, in fact, most of the top-grossing mobile games of late could have been made using it, says NonStop Game's Henric Suuronen.
Console/PC, Business/Marketing, GDC China

10 years of design lessons from Portal's Kim Swift 16
by Brandon Sheffield [11.20.12]
Kim Swift has had an interesting career over the last 10 years, from student game developer, to Portal lead, to creative director at Airtight Games. Here, she shares the design lessons she's learned along the way.
Console/PC, Smartphone/Tablet, Indie, Design, GDC China

How competition deadlines whipped FTL into shape Exclusive 1
by Brandon Sheffield [11.19.12]
Matthew Davis, programmer of Faster Than Light, outlines how IGF China and subsequent indie game competitions helped the game come to completion, get publicity, and become more polished.
Console/PC, Indie, Production, Business/Marketing, Exclusive, GDC China

GDC China: Ubisoft Shanghai's best practices for mobile game development: 'do it now'  
by Brandon Sheffield [11.18.12]
Ubisoft Shanghai producer Xu Wang shares his best practices for mobile game development, with lessons learned from working on the popular title Michael Jackson: The Experience for iOS.
Social/Online, Design, Production, GDC China

IGF China 2012 winners led by CubeTractor, Fish  
by Staff [11.18.12]
IGF China awarded the best independent games in Asia and Australasia at a ceremony in Shanghai during GDC China, led by Best Game winner, retro-inspired puzzler Cubetractor, and abstract action Best Student Game winner Fish.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC China

GDC China: Kabam's focus for mobile success  
by Simon Carless [11.18.12]
At GDC China, Kabam's Michael Li discussed the company's attempt to bootstrap its Chinese office, as "rallying the entire office" around one platform hit success with Kingdoms Of Camelot: Battle For The North for iOS.
Smartphone/Tablet, Production, GDC China

User interface 'shouldn't just be icing on the cake' says Double Fine's Kowalski 14
by Brandon Sheffield [11.18.12]
Should a game's user interface just get out of the way and let the player get to the game, or should it say something unique about the game's world? Double Fine's Joe Kowalski weighs in on the subject.
Console/PC, Art, Production, GDC China

Koster: Why games teach lessons we shouldn't always heed 14
by Simon Carless [11.17.12]
In his packed GDC China keynote in Shanghai, author and online game veteran Raph Koster gave a stirring discussion on the nature of games, philosophizing: "Games are more like an algorithm than anything else."
Social/Online, Design, GDC China

GDC China: Why audio-visual quality matters in F2P mobile  
by Simon Carless [11.17.12]
Would a "crappy looking 2D horse in a crappy looking field" have tanked NaturalMotion Games' My Horse? At GDC China, the firm explained why it thinks audiovisual fidelity is vital for differentiating in F2P mobile.
Smartphone/Tablet, GDC China

GDC China: Metrics are important, says PopCap, but fun is paramount  
by Brandon Sheffield [11.17.12]
Where does Bejeweled Blitz come down on the now-classic argument of metrics vs intuition? Companies should be metrics-focused, not metrics-driven, says PopCap's Constantabile in this GDC China talk.
Social/Online, Smartphone/Tablet, Business/Marketing, GDC China

GDC China: If you want players to pay, compel them to collect 11
by Brandon Sheffield [11.16.12]
At GDC China, D2C's Xiaolei Zhang outlined the future of the mobile collectible card genre in Japan and the West, as players are increasingly interested in paying top dollar to fulfill their psychological desire to collect.
Social/Online, Smartphone/Tablet, Business/Marketing, GDC China

GDC China: How cross-promotion for mobile titles can hit big  
by Simon Carless [11.16.12]
In a talk at GDC China 2012 in Shanghai, Chartboost's Clay Kellogg discussed the sometimes surprising advantages of cross-promoting your mobile title, revealing some impressive statistics from the Mega Jump franchise.
Smartphone/Tablet, Business/Marketing, GDC China

SpellTower's Zach Gage to discuss tactile touch controls at GDC China  
by Staff [11.15.12]
During GDC China this Sunday, SpellTower and Bit Pilot creator Zach Gage will offer some essential tips for designing and tuning touch-screen controls on handhelds and mobile devices.
Smartphone/Tablet, Indie, Programming, Design, GDC China

Learn to break into the Korean mobile market at GDC China  
by Staff [11.13.12]
At next week's GDC China in Shanghai, Neowiz's Eliot Shin will offer advice to help other developers launch a successful mobile game in the lucrative Korean market.
Social/Online, Smartphone/Tablet, Design, Business/Marketing, GDC China

Discover Gree's secrets for mobile game success at GDC China  
by Staff [11.06.12]
At this month's GDC China, social mobile game company Gree will peel back the curtain on some of its secrets for launching and maintaining a successful mobile game.
Social/Online, Smartphone/Tablet, Design, Business/Marketing, GDC China

GDC China 2012 to reveal the unlikely story of Johann Sebastian Joust  
by Staff [11.02.12]
At this month's GDC China, Die Gute Fabrik's Douglas Wilson will share the unusual story behind the indie hit Johann Sebastian Joust while detailing his team's numerous lessons-learned along the way.
Indie, Design, GDC China

Raph Koster to examine 'How Games Think' at next month's GDC China 4
by Staff [10.30.12]
Online game legend Raph Koster will present a keynote at next month's GDC China in Shanghai, examining "how games think," how they influence the world we live in, and what that means for our future.
Console/PC, Social/Online, Design, GDC China