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June 6, 2013





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Updates » Production
New Diablo III game director vows to address economy problems  
by Kris Ligman [06.06.13]
Blizzards' Josh Mosqueira will be stepping up as the new game director for Diablo III, announcing intentions to reduce the centrality of the game's Auction House.
Console/PC, Social/Online, Design, Production, Business/Marketing

A 15-year-old critique of the game industry that's still relevant today GDMag Exclusive 24
by J.C. Herz [06.05.13]
"The game business has succumbed to High Concept Disease," writes J.C. Herz, in this column reprinted from a February 1998 issue of Game Developer magazine.
Console/PC, GD Mag, Design, Production, Business/Marketing, GD Mag Exclusive

Contract QA: A dead end or a foot-in-the-door? Exclusive 34
by Patrick Miller [06.04.13]
A handful of experienced devs offer some career advice on how to break into the games industry for a down-and-out QA contractor and Kotaku contributor.
Console/PC, Social/Online, Audio, Production, Exclusive

GDC Europe 2013 adds Sony Online community, Ages of Empire Online F2P talks  
by GDC Staff [06.04.13]
New GDCE 2013 talks include SOE on engaging with its MMO community over 15 years, the fall and rise of Ages of Empire Online's free-to-play model, and Applifier on the virality of top mobile games.
Console/PC, Social/Online, Design, Production, Business/Marketing

Humor: When your game's launch isn't as smooth as you'd like GDMag Exclusive 7
by Matthew Wasteland & Magnus Underland [06.03.13]
In this reprint from the May 2013 issue of Game Developer magazine, developers release a new online game into the wild -- and descend into revision note hell.
GD Mag, Programming, Design, Production, GD Mag Exclusive

Even in 1997, Sid Meier recognized the value of small teams GDMag Exclusive 2
by Sid Meier [06.03.13]
In this reprint from the April 1997 issue of GD Mag, Civilization designer Sid Meier cuts through the hype of technical innovation to get at what players really enjoy.
GD Mag, Design, Production, Business/Marketing, GD Mag Exclusive

Zynga laying off 520 staff, shuttering multiple offices 76
by Kris Ligman [06.03.13]
Reports have surfaced that Zynga is laying off over 500 employees as well as shutting down three of its offices, likely as part of its refocus on mobile development.
Social/Online, Smartphone/Tablet, Production, Business/Marketing, Recruitment

'There is a mindset within the tech business which is 'rinse and repeat.'' 1
by Kris Ligman [06.03.13]
Linden Lab CEO speaks regarding Second Life's 10th anniversary, and having "another opportunity to position Second Life correctly" within a triple-A market.
Console/PC, Social/Online, Programming, Design, Production, Business/Marketing, Video

Video: Selling to both the 'bro gamers' and the 'connoisseurs' 1
by GDC Vault Staff [06.03.13]
Two GDC 2013 presenters use applied psychological case studies to explain how developers can capture two different consumer segments.
Console/PC, Social/Online, Design, Production, Business/Marketing, Video

Get a job: 2K Vegas is looking for QA Testers  
by Kris Ligman [06.03.13]
2K Vegas: "Test video game titles on various consoles, PC's and handhelds to ensure flawless game play by thoroughly checking the software for errors and entering them into the testing database."
Console/PC, Programming, Production, Business/Marketing, Recruitment

Narrative design that tells the player's story 1
by John Polson [06.03.13]
Kent Hudson, an indie developer who previously worked on Deus Ex: Invisible War and BioShock 2, says games spend too much time talking at him instead of involving him in the story.
Console/PC, Indie, Programming, Design, Production, Video

A rhythm roguelike? The unlikely mix of Crypt of the NecroDancer 3
by Gamasutra Community [06.03.13]
Designing for a crazy blend of genres, managing an "indie dream team," and lessons learned from working on mainstream casual titles -- this Q&A with Ryan Clark covers a lot of ground.
Indie, Audio, Design, Production

Blog: Bracing for pain - the exploding cost of production 15
by Gamasutra Community [05.31.13]
Production costs are about to spin out of control, warns Hansoft's Oliver Teckert, who examines and rejects arguments that next-gen games will cost the same to develop as current-gen games.
Console/PC, Production, Business/Marketing

Making small teams effective through leadership 5
by Gamasutra Community [05.31.13]
You can't win the Make Something Unreal competition without learning something about leadership, and in this post, Michael Levall talks about how he kept his team effective and on-track.
Console/PC, Indie, Production

Video: Programming better actors in games  
by GDC Vault Staff [05.30.13]
"Acting in computer games really really sucks," said NYU researcher and director Ken Perlin in this GDC 2001 programming lecture.
Console/PC, Programming, Art, Design, Production, Video

Video: The damsel in distress's modern, gruesome update 102
by Kris Ligman [05.30.13]
The second entry in Anita Sarkessian's Tropes vs. Women in Video Games series explores how modern iterations of the "damsels in distress" cliche are increasingly violent.
Console/PC, Art, Design, Production, Business/Marketing, Video

MIT's Einsteinian game engine goes open source 1
by Kris Ligman [05.30.13]
MIT Game Lab's OpenRelativity engine, designed to educate players on Einstein's special relativity through the title A Slower Speed of Light, has gone open source for developers.
Serious, Programming, Production, Student/Education

Gamasutra got a facelift. Here's a note from the editor-in-chief 22
by Kris Graft [05.30.13]
We made some changes to our front page layout that we hope will help you find the most relevant stories of the day. Editor-in-chief Kris Graft offers a rundown.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Double Fine doubles down on Kickstarter with Massive Chalice 5
by Kris Ligman [05.30.13]
Double Fine follows up on its massively successful 2012 Kickstarter campaign with Massive Chalice, a fantasy tactics game to be helmed by studio veteran Brad Muir.
Console/PC, Production, Business/Marketing, Video

Deploy to your target platform first (and often) 9
by Gamasutra Community [05.30.13]
Many developers don't build to their platform until the end of the project -- but seasoned triple-A developer turned indie Karl Schmidt (Company of Heroes series) explains why that is a grave error.
Console/PC, Smartphone/Tablet, Indie, Programming, Production