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December 20, 2014
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December 20, 2014
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Updates » GDC
The biggest takeaways from 8 years of Antichamber development 9
by Mike Rose [03.18.14]
As part of an emotional recollection of his life, Antichamber dev Alexander Bruce gave GDC goers takeaways they should be asking themselves when piecing together their own development timelines.
Console/PC, Indie, Business/Marketing, GDC

Design for player relationships in free-to-play games, reap the rewards 2
by Leigh Alexander [03.18.14]
Spry Fox's Dan Cook believes you can design for player relationships, and that doing so makes games live longer and keeps userbases steady.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

How Super Time Force was informed by quantum physics  
by Brandon Sheffield [03.18.14]
Super Time Force ambitiously allows multiple realities and multiple timelines to exist in the same visual and temporal space. To make it work, Capy turned to concepts from quantum physics.
Console/PC, Indie, Design, GDC

Unity 5.0 announced, with direct-to-web, plugin-free publishing 28
by Gamasutra Community [03.18.14]
Gamasutra speaks to Unity CEO David Helgason about the latest version of the popular game engine, which adds new lighting and audio features, and WebGL support.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, GDC

Why game design should feel like taking your player out on a date 3
by Alex Wawro [03.17.14]
Campo Santo's Sean Vanaman spoke at GDC 2014’s Narrative Summit about how designers can create immersive narratives by designing games with an eye towards helping players suspend their disbelief.
Console/PC, Indie, Design, GDC

'Plot is overrated': Game narrative is all about your characters 22
by Mike Rose [03.17.14]
"Plot is highly overrated... focus on character." - Tom Abernathy, narrative lead at Riot Games, and Richard Rouse III of Microsoft Game Studios, discuss structure for narrative in video games.
Console/PC, Design, GDC

'Beware The Hidden Costs Of Running A Successful Kickstarter' 1
by Simon Parkin [03.17.14]
Running a successful Kickstarter campaign can incur a tremendous personal cost. So said Steve Swink in a candid talk delivered at GDC in San Francisco this afternoon.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC

From AAA to academia: What industry veterans have learned 1
by Leigh Alexander [03.17.14]
Brenda Romero, John Romero, Warren Spector and Richard Lemarchand are all veteran game designers who became educators. On a panel, the four talked about the unique challenges and opportunities.
Console/PC, Social/Online, Indie, Serious, Programming, Design, Student/Education, GDC

Wooga forms new studio, explores new spaces, new territories  
by Christian Nutt [03.17.14]
Now that it's made a successful pivot to a mobile-first strategy, with 70 percent of revenue coming from its smartphone games, Wooga is looking to expand its horizons.
Social/Online, Smartphone/Tablet, Business/Marketing, GDC

Vlambeer's Performative Game Development - the way of the future 1
by Brandon Sheffield [03.17.14]
Vlambeer discusses their take on "performative development" - transparent, fan-friendly development in front of a livestreamed, early access audience.
Console/PC, Indie, Production, Business/Marketing, GDC

The value of making games that go beyond 'fun' 5
by Alex Wawro [03.17.14]
Ubisoft's Hugo Giard and Jill Murray opened the GDC 2014 Narrative Summit with a frank talk about how games can -- and should -- tackle complicated topics like slavery.
Console/PC, Design, GDC

Postmortem: 'The many mistakes we made while making Little Inferno' 1
by Mike Rose [03.17.14]
Kicking off the IGS this morning, Tomorrow Corporation's Kyle Gray talked candidly about the development, launch and marketing issues behind 2012 fireplace simulator Little Inferno.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC

Castlevania maestro Koji Igarashi strikes out on his own 10
by Christian Nutt [03.17.14]
The developer most closely associated with the "metroidvania" genre has left Konami to found his own independent studio.
Console/PC, Indie, Business/Marketing, GDC

Google Play Games service levels up with cross-platform multiplayer and more 6
by Christian Nutt [03.17.14]
The SDK's functionality is being upgraded significantly, and lead product manager Greg Hartrell walks Gamasutra through the upgrades.
Social/Online, Smartphone/Tablet, Programming, GDC

Level Design In A Day bootcamp returns to GDC 2014  
by GDC Staff [03.14.14]
GDC 2014 staff highlight one of many bootcamps and tutorials happening during next week's conference, featuring speakers from Bethesda, Naughty Dog and Epic Games.
Console/PC, Indie, Design, GDC

Mark Cerny and Mike Capps kick off GDC 2014 next week  
by GDC Staff [03.14.14]
Check out a few select GDC 2014 talks that exemplify the breadth and depth of the conference programming, especially the Main Conference show opener: a Flash Forward session headlined by Mark Cerny and Mike Capps.
Console/PC, Indie, Design, Production, GDC

For Gone Home's designer, 'what is a game?' is a question worth exploring Exclusive 94
by Kris Graft [03.14.14]
Steve Gaynor knew his debut title, Gone Home, wouldn’t appeal to everyone. What he didn't know was how it would become so ingrained in the discussion of what a video game actually is.
Console/PC, Indie, Design, Exclusive, GDC

GDC 2014 reveals full lineup of exhibits and interactive spaces  
by GDC Staff [03.13.14]
Don't miss some of the highlights of the Game Developers Conference 2014 show floors this year, including a videogame-themed quiz show, the Indie MEGABOOTH Showcase and the alt.ctrl.GDC alternative controller exhibit.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

GDC 2014 talks feature experimental games, Sony tech, #1ReasonToBe  
by GDC Staff [03.12.14]
We highlight talks that exemplify the breadth and depth of GDC 2014, from the #1ReasonToBe panel to an experimental gameplay workshop and a presentation from Sony about innovative hardware design.
Console/PC, Indie, Programming, Design, Production, GDC

Reminder: Know your GDC 2014 Code of Conduct 1
by GDC Staff [03.11.14]
Meggan Scavio, GM of GDC events and all-around Boss Lady, takes a moment to detail the official code of conduct for GDC and all of its related events.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC