Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 20, 2014
arrowPress Releases
September 20, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » GDC
Answering the 10 arguments against games 9
by Christian Nutt [03.27.13]
Games have been attacked by the press and legislators for causing real-world violence; the IGDA's Daniel Greenberg, Professor Ian Bogost, and Mike Capps, formerly of Epic, addressed the issue.
Console/PC, Design, Business/Marketing, GDC

Jesse Schell's search for the Shakespeare of video games Exclusive 10
by Patrick Miller [03.27.13]
What do video games need before we can have our own Shakespeare? The future of game narrative lies in building tech that will allow video games to "listen" to the player, says designer and evangelist Jesse Schell.
Console/PC, Indie, Design, Exclusive, GDC

Full Sail study attempts to shed light on Metacritic's weighting system Exclusive 33
by Simon Parkin [03.27.13]
The website Metacritic weights the scores of different video game critics and publications when calculating its aggregate 'metascore' for any particular title.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Exclusive, GDC

FOX engine brings Kojima Productions one step closer to photo-reality 9
by Leigh Alexander [03.27.13]
At GDC 2013, Kojima Productions revealed Metal Gear Solid 5, showed off its photorealistic FOX engine, and confirmed a brand-new game development office in Los Angeles.
Console/PC, Programming, Art, Production, GDC

The relevancy of premium games in a F2P-dominated economy 3
by Simon Parkin [03.27.13]
Capy co-founder and president Nathan Vella still makes premium games, like Critter Crunch and Sword & Sworcery, because he says there's still a place for them -- especially in niche genres where fans will pay
Smartphone/Tablet, Indie, Business/Marketing, GDC

Tips for RPG design from the Harvest Moon franchise 1
by Christian Nutt [03.27.13]
The Rune Factory games add RPG elements to the Harvest Moon farming franchise -- and here, the series' producer shares lessons he learned making it.
Console/PC, Design, GDC

The business case for a diverse game character cast Exclusive 4
by Patrick Miller [03.27.13]
"Our audience is leaving us behind," says Microsoft Studios narrative designer Tom Abernathy in a session from the GDC Narrative Summit. Being inclusive doesn't just make better games, it makes better business sense.
Console/PC, Design, Business/Marketing, Exclusive, GDC

GDC 2013 Day 2: F2P problems and solutions  
by Staff [03.27.13]
The second day of GDC 2013 included notable talks from QWOP developer Bennett Foddy on F2P problems, Kongregate COO Emily Greer on successful F2P strategies, and Subset Games on FTL's postmortem.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

Web-to-desktop specialist Pokki launches its own game network  
by Mike Rose [03.27.13]
San Diego-based SweetLabs has previously helped game studios bring their social titles to PC without the need for a web browser, including social games giant Kabam.
Social/Online, Business/Marketing, GDC

AOL's launches monetization and distribution platform  
by Mike Rose [03.27.13]
AOL's today revealed Developer Center, a set of tools by which game studios can potentially push their games out in front of the millions of users across AOL's network and partner websites.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

One Life Left returns for Official GDC Podcast 1
by Gamasutra Community [03.27.13]
Video game radio gurus One Life Left are in San Francisco this week, teaming up with Gamasutra for the Official GDC Podcast. Co-host Ann Scantlebury explains what's in store.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Inside the PlayStation 4 with Mark Cerny Exclusive 22
by Christian Nutt [03.27.13]
Gamasutra got over an hour with the PlayStation 4's lead architect, and in this story, he explains how he began the process of designing Sony's new system -- with developers' desires.
Console/PC, Programming, Business/Marketing, Exclusive, GDC

DICE's Frostbite 3 engine will debut with Battlefield 4 1
by Mike Rose [03.27.13]
Although it was previously thought that the next installment in the Battlefield series would utilize DICE's Frostbite 2 engine, the company has revealed that a new version of the engine will debut later this year.
Console/PC, Business/Marketing, Video, GDC

The five reasons freemium sucks (according to QWOP's developer) Exclusive 24
by Leigh Alexander [03.26.13]
The free-to-play business model has five big problems, says Bennett Foddy -- but being creative about solving them can result in a more meaningful application of free-to-play games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Exclusive, GDC

Kongregate's 6 habits for keeping F2P players playing (and paying!) 10
by Frank Cifaldi [03.26.13]
Kongregate COO and co-founder Emily Greer has built her company on maintaining players for the long haul. At a GDC session she described the six pillars her company has identified for keeping players happy (and keeping the revenues flowing).
Social/Online, Design, Business/Marketing, GDC

Designing without a pitch - An FTL postmortem 2
by Simon Parkin [03.26.13]
FTL: Faster Than Light developers Matthew Davis and Justin Ma didn't bother with a design document -- after all, they expected it to be a three-month side project. But when development got serious, they had to adjust.
Indie, Design, Production, GDC

How Plague, Inc topped the mobile market Exclusive 1
by Leigh Alexander [03.26.13]
Ndemic Creations CEO James Vaughan outlines some of the business decisions that made mobile disease simulation game Plague, Inc one of the most successful and top-grossing mobile games of 2012.
Console/PC, Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive, GDC

How to use live events to promote your game 4
by Kris Graft [03.26.13]
For all the talent that small, independent game developers may possess, they're not typically so skilled in the art of marketing and self-promotion. Antichamber dev Alexander Bruce and Double Fine's Greg Rice offer some tips.
Indie, Business/Marketing, GDC

GDC 2013 Day 1: Indies speak out  
by John Polson [03.26.13]
Highlights from the first day of GDC 2013 include Double Fine's Kipnis on the game jam inspired by @petermolydeux, Terry Cavanagh calling for indies to curate their own games, and Giant Sparrow on The Unfinished's Swan's journey to PSN.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, GDC

Project Anarchy: Free mobile development tools from Havok  
by Mike Rose [03.26.13]
Intel-owned middleware company Havok today revealed a new and complete end-to-end mobile 3D game production engine at the Game Developers Conference, coming for free later this spring.
Smartphone/Tablet, Programming, Design, Business/Marketing, GDC