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June 19, 2013





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Updates » GDC
Former BioWare CEO helping 3D holographic company attract game developers 3
by Eric Caoili [03.08.12]
Infinite Z, which specializes in virtual holographic 3D imagery technology, has announced that it's entering the game market, and has brought in former BioWare CEO Greg Richardson as a strategic advisor to assist with its move.
Console/PC, GDC, Business/Marketing, Art

GDC 2012: What makes a Saints Row game, anyway?  
by Tom Curtis [03.08.12]
At GDC 2012 on Thursday, Volition design director Scott Phillips explained that the biggest problem with making Saints Row The Third was figuring out what Saints Row is in the first place.
Console/PC, GDC, Design, Production

GDC 2012: Infinity Gene creator's five tips for making an unforgettable game  
by Brandon Sheffield [03.08.12]
Taito chief game designer Reisuke Ishida shares five tips that drove Space Invaders Infinity Gene and Groove Coaster to iOS success, and how they can be applied to any game.
Smartphone/Tablet, GDC, Audio, Design, Production, Art

GDC 2012: Bastion's audio success came from a closet 3
by Kris Graft [03.08.12]
Darren Korb, composer on Supergiant's award-winning Bastion, explained to a GDC audience how he recorded the narration and created the acclaimed music that set the tone for the game, in his closet.
Console/PC, GDC, Audio

GDC 2012: Deadly Premonition follow-up, enhanced version teased 1
by Christian Nutt [03.08.12]
In his GDC presentation on the Harvest Moon series, Deadly Premonition executive producer Yasuhiro Wada teased two new possible installments of the series in collaboration with its director, Swery.
Console/PC, GDC, Business/Marketing

GDC 2012: New approaches to developing 3DS Resident Evil  
by Simon Parkin [03.08.12]
Capcom's Masachika Kawata explained some of the fresh production techniques used to develop the Resident Evil 3DS title Mercenaries at a GDC presentation Thursday.
Console/PC, GDC, Production

GDC 2012: The games that influenced our influential game designers 2
by Frank Cifaldi [03.08.12]
Here, in their own words, are the games that inspired four legendary game designers: Loot Drop's John Romero, Firaxis' Sid Meier, Stupid Fun Club's Will Wright and Epic's Cliff Bleszinski.
Console/PC, GDC, Design

GDC 2012: Portal 2: Making a sequel to a 'perfect' game 3
by Tom Curtis [03.08.12]
Valve writers Chet Faliszek and Erik Wolpaw looked back at the 2011 hit Portal 2, detailing why it was so difficult to create a sequel to one of the studio's most beloved games ever.
Console/PC, GDC, Design, Production

Skyrim wins Game of the Year at GDC Awards 15
by Staff [03.08.12]
At the 2012 Game Developers Choice Awards on Wednesday night, Bethesda's Skyrim won Game of the Year, while Portal 2, Bastion and others earned game industry honors.
Console/PC, Smartphone/Tablet, Social/Online, Indie, GDC, Audio, Business/Marketing, Design, Programming, Production, Art

GDC 2012: Ngmoco's Ben Cousins - the death of consoles is already under way 26
by Christian Nutt [03.07.12]
Pointing out that the entry of bigger players into the console space killed arcades, and that TV killed cinema attendance, Ben Cousins painted a bleak picture of the future of consoles.
Console/PC, Smartphone/Tablet, GDC, Business/Marketing

GDC 2012: How Valve made Team Fortress 2 free-to-play 12
by Patrick Miller [03.07.12]
Valve's Joe Ludwig explained how Valve gradually turned Team Fortress 2 into a free-to-play game that made them twelve times as much money.
Console/PC, GDC, Business/Marketing, Design

GDC 2012: Game of death: An impossible design challenge? 2
by Simon Parkin [03.07.12]
Margaret Robertson, development director for Hide&Seek, explained the insurmountable challenges of designing a game about the real life death of a 37-year-old woman in a GDC talk this morning.
Console/PC, Serious, GDC, Design

GDC 2012: Japanese industry has 'lost the tenacity to succeed' says Inafune 17
by Simon Parkin [03.07.12]
Ex-Capcom designer Keiji Inafune alleged the gap between Japanese game developers and the rest of the world is growing during an impassioned speech delivered at GDC this evening.
Console/PC, GDC, Business/Marketing

GDC 2012: Forget 'immersion' -- player attention is what matters, says Lemarchand 8
by Leigh Alexander [03.07.12]
Words like "immersion" and "engagement" aren't very helpful in evolving game storytelling, says Naughty Dog's Rich Lemarchand, advising developers to learn to think about how human attention works instead.
Console/PC, GDC, Audio, Business/Marketing, Design, Programming, Art

GDC 2012: Fez, Spelunky, Antichamber, earn IGF honors 47
by Staff [03.07.12]
Emotions ran high at the 2012 Independent Games Festival Awards, where Phil Fish and Polytron's Fez took the Seumas McNally Grand Prize, as Antichamber, Spelunky and others also earned industry recognition.
Indie, GDC, Audio, Design, Programming, Art

GDC 2012: Super Mario 3D Land: From adversity to joy 4
by Christian Nutt [03.07.12]
In a moving talk, Koichi Hayashida, the director of the first true 3D Mario game, explained how last year's earthquake helped him understand what's truly important when developing games.
Console/PC, Design, GDC

GDC Podcast: GDC tips and trends with Moriarty, Santiago, Skolnick and more 1
by Staff [03.07.12]
It's One Life Left's first broadcast from GDC 2012, in which the team joins Gamasutra and a star-studded panel to talk hot topics, tomorrow's must-see sessions and last night's Like-a-Prayer shame.
Console/PC, Podcast, Social/Online, Indie, GDC, Audio, Business/Marketing, Design, Programming, Art

GDC 2012: Sheppard on the problem with 'women in games' initiatives 21
by Leigh Alexander [03.07.12]
Metanet's Mare Sheppard explains why she feels "women in games" initiatives are just a band-aid for a wider problem -- and why they may actually further industry segregation rather than address it.
Console/PC, Social/Online, Indie, GDC, Business/Marketing, Design, Programming, Art

AppMobi releases HTML5 game acceleration tech for Android  
by Eric Caoili [03.07.12]
AppMobi has released the public beta for DirectCanvas, its acceleration technology for HTML5 games and apps that are on Android devices, and that use the HTML5 canvas element.
Smartphone/Tablet, GDC, Business/Marketing, Programming

GDC 2012: Sid Meier on how to see games as sets of interesting decisions 7
by Leigh Alexander [03.07.12]
Firaxis' Sid Meier talked about how crafting interesting decisions through gameplay can create a more compelling experience for players -- and how thinking of games as sets of choices helps.
Console/PC, GDC, Design