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Updates » GDC
The singularity beckons: A classic Robotron: 2084 postmortem 4
by Mike Rose [03.20.14]
"It was kind of a magical experience. The feeling was amazing when we put it out." - Eugene Jarvis offered GDC goers a delightful postmortem for his 1982 cabinet arcade game Robotron: 2084.
Console/PC, Programming, Design, GDC

How the Japanese earthquake changed the direction of Sony's Rain  
by Simon Parkin [03.20.14]
The 2011 Japanese earthquake drastically change the theme and creative direction of Rain, the award winning downloadable adventure game for PlayStation 3 launched in October 2013.
Console/PC, Design, GDC

Behind the sales numbers of mobile hit Badland  
by Brandon Sheffield [03.20.14]
One of the developers behind Badland developer Frogmind provides some insight on what worked and what didn't in terms of sales for their popular mobile game.
Smartphone/Tablet, Indie, Business/Marketing, GDC

The early days of Lucasfilm Games, as told by those who lived it 4
by Alex Wawro [03.20.14]
Lucasfilm Games alumni Noah Falstein, Ron Gilbert, Chip Morningstar, David Fox, Peter Langston, and Steve Arnold shared tales of the studio's formation during the inaugural GDC studio postmortem.
Console/PC, Indie, Design, Business/Marketing, GDC

Practical advice about queer characters in games 9
by Leigh Alexander [03.20.14]
Writers and developers tackle some of the most practical questions game developers have about how to address inclusivity in games, from worries about tokenism to the importance of the challenge.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Production, GDC

What makes Gone Home a game? 39
by Brandon Sheffield [03.20.14]
There has been a lot of (very silly) debate about whether Gone Home is a "real" game. While the "yes, it definitely is," camp has almost certainly won that particular argument, at a GDC session, Steve Gaynor expanded upon this a bit.
Console/PC, Indie, Design, GDC

Pump up the Volume: A candid chat with Mike Bithell Exclusive 1
by Mike Rose [03.20.14]
Volume dev Mike Bithell discusses how if he were launching Thomas Was Alone now, it'd be a whole different ballgame.
Console/PC, Indie, Business/Marketing, Exclusive, GDC

The Last Of Us wins top honors at Game Developers Choice Awards 1
by Staff [03.19.14]
Naughty Dog's post-apocalyptic adventure game netted Game Of The Year during the 14th annual GDCAs, which also recognized games like Papers, Please and industry luminaries like Anita Sarkeesian and Ken Kutaragi.
Console/PC, Social/Online, Indie, Design, GDC

Papers, Please takes the grand prize at 16th annual IGF Awards 4
by Staff [03.19.14]
Lucas Pope’s Papers, Please won the Seumas McNally Grand Prize for Best Independent Game -- and its accompanying $30,000 cash prize -- this evening at the 16th Annual Independent Games Festival.
Console/PC, Indie, Design, GDC

One Life Left vs. Gamasutra: GDC 2014 #2 - Shower Hour Exclusive  
by Kris Graft [03.19.14]
Recorded on the afternoon of the 18th of March 2014, live from the show floor at GDC 2014, One Life Left presents OLL vs. Gamasutra Show #2: BROADCAST HARDER.
Exclusive, Podcast, GDC

For women in games, getting to the top is only the beginning 42
by Brandon Sheffield [03.19.14]
In an impassioned talk debunking several myths about women in game development, Elizabeth Sampat, designer at Storm 8, cautioned women against complacence once they make it to the top.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production, Business/Marketing, GDC

Inafune: 'My heart is healthier and soul is freer as an indie' 3
by Simon Parkin [03.19.14]
Keiji Inafune, former global head of production at Capcom told a GDC audience tonight that the independent game movement might return Japan's industry to its former glory.
Console/PC, Indie, Production, GDC

Yu Suzuki recounts the making of Shenmue 5
by Kris Graft [03.19.14]
At GDC 2014, legendary game developer Yu Suzuki talked about the making of the highly-influential open world 1999 Sega Dreamcast game Shenmue.
Console/PC, Design, Production, GDC

Brenda Romero dreams of games and greatness  
by Leigh Alexander [03.19.14]
Brenda Romero received a standing ovation for a heartfelt, passionate talk on how game designers can be inspired by the world's greatest restaurant chefs and pursue, unflinchingly, greatness in games.
Console/PC, Social/Online, Indie, Programming, Art, Design, Production, GDC

Key quotes from GDC's fiery Indie Soapbox session  
by Simon Parkin [03.19.14]
Selected quotations from a series of six-minute talks delivered during the Indie Soapbox Session delivered at GDC 2014 yesterday.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art, Design, Production, GDC

In-house game jams help Frontier find its indie spirit Exclusive  
by Mike Rose [03.19.14]
When Mike Rose met up with Frontier's David Braben at GDC this week, he was intrigued to hear about some of the more outlandish stuff coming from his studio via its in-house game jam.
Console/PC, Design, Business/Marketing, Exclusive, GDC

Four publishing challenges the game industry isn't ready for Exclusive 2
by Leigh Alexander [03.19.14]
Venture capitalist Mitch Lasky of Benchmark Capital says very few video game executives have a good grip on the revolution of our industry's publishing rules -- he outlines four new challenges.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing, Exclusive, Digital Publishing, Mobile Games, GDC

Facebook sends 735 million referrals to games every day Exclusive  
by Christian Nutt [03.19.14]
In a statistic released to Gamasutra, Facebook explains how mobile/web connectivity boosts game performance -- as Facebook's Dan Morris touts the power of the platform.
Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive, GDC

Anita Sarkeesian, more up for nominations at Women in Gaming Awards 24
by Kris Ligman [03.19.14]
On March 20th, the sixth-annual luncheon and award ceremony produced by Microsoft and the International Game Developers Association is set to honor the contributions of 14 women from across the games industry.
Console/PC, Business/Marketing, GDC

Blog: Fitting mobile games into players' lives 3
by Gamasutra Community [03.19.14]
"It can be tempting to think of mobile devices as 'little consoles,' but this is a mistake. Players use these two platforms in very different ways based on day-part, needs, and motivations."
Smartphone/Tablet, Design, GDC