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April 21, 2014
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April 21, 2014
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Updates » Production
The Behemoth launches indie-friendly QA lab and funding program 2
by Alex Wawro [04.02.14]
Battleblock Theater developer The Behemoth is launching two new non-game projects aimed at supporting indies -- The Research Centaur game testing lab and the Gold Egg Project funding program.
Console/PC, Indie, Production, Business/Marketing

Xbox One to Windows Phone: Microsoft's new universal apps run on both  
by Alex Wawro [04.02.14]
Microsoft announced today that its Visual Studio 2013 IDE has, among other updates, been improved to allow developers to create apps that can be easily cross-ported to Xbox One and Windows devices.
Console/PC, Smartphone/Tablet, Design, Production

Diversity, communication, and Animal Crossing: New Leaf Exclusive 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Console/PC, Design, Production, Exclusive

Blog: Why 'worse' is better for Early Access games 4
by Gamasutra Community [04.01.14]
What's driving the popularity of Early Access games like DayZ and Rust over more polished or complete competition?
Console/PC, Indie, Design, Production, Business/Marketing

A house divided: Siblings compete in public game dev contest 2
by Alex Wawro [03.31.14]
Chris and Ryan Campbell are brothers, coders and aspiring indie game developers. To stay motivated during development they've started a public sibling rivalry -- The One Year Game Dev Duel.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: The Unity Asset Store and the hidden cost of doing it yourself 25
by Gamasutra Community [03.31.14]
"One of the things that we often forget when developing a game, especially when you are an indie, is that everything has a cost. EVERYTHING."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Production

Blog: Getting creative when porting from PC to touch  
by Gamasutra Community [03.31.14]
There's a big difference between using a mouse for an interface, and a finger on a phone -- and when your game requires direct manipulation of in-game objects, that's a pretty big leap.
Console/PC, Smartphone/Tablet, Art, Design, Production

Threes, clones and cornflakes: A view on 'casual games' Exclusive 46
by Leigh Alexander [03.31.14]
What can we learn from the Threes furore? Leigh Alexander takes the temperature on "casual games" business as usual, the value of brand names, and talks to 2048's 19-year old creator.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Exclusive

Blog: How to speak engineer 23
by Gamasutra Community [03.28.14]
"As a non-technical person, how do you begin building a relationship with and speaking to an engineer? How do you go about the creation of a social and professional rapport?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Production

Blog: Fast prototyping and iteration in Goat Simulator 7
by Gamasutra Community [03.28.14]
"Initially, Goat Simulator was a way for us to play around in Unreal Engine 3... Luckily, both getting a working prototype up, and finishing the game went extremely fast due to the tools we used."
Console/PC, Indie, Programming, Design, Production

Understanding Threes: Developers release design archives 4
by Christian Nutt [03.27.14]
The developers of popular iOS and Android puzzler Threes are conflicted about copies of their game -- and clearly spell that out, alongside a new archive of development materials.
Smartphone/Tablet, Design, Production

Double Helix relinquishes Killer Instinct to Iron Galaxy 2
by Alex Wawro [03.27.14]
Chicago's own Iron Galaxy Studios, the developers of Divekick, will continue to support and update Killer Instinct in the wake of original developer Double Helix Games' acquisition by Amazon.
Console/PC, Production, Business/Marketing

For better or worse: Your guide to Oculus internet arguments Exclusive 42
by Leigh Alexander [03.26.14]
Do you think Facebook's Oculus VR buy is good news or not? Leigh Alexander presents the arguments for and against, so you can have an arsenal to use when you're arguing prematurely on the internet.
Console/PC, Social/Online, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive, VR

Developers in the mist: Tales of due diligence 6
by Gamasutra Community [03.26.14]
Video game producer and junior anthropologist Matt Powers takes us with him on his travels through the jungles of video game production in search of the elusive game developer.
Console/PC, Production

Portal is coming to Android - specifically, the Nvidia Shield 1
by Alex Wawro [03.25.14]
Nvidia announced today that it will work with Valve to create an Android version of Portal specifically for the Shield, Nvidia's handheld Android-powered game console.
Console/PC, Smartphone/Tablet, Production

Peter Molyneux and the 'life raft' of independent game development Exclusive 4
by Christian Nutt [03.25.14]
The famed talker and veteran designer is unusually circumspect heading into the launch of Godus, the first game he Kickstarted. Gamasutra finds out why in this new interview.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, Video

Nintendo considering Unity on 3DS 14
by Kris Graft [03.24.14]
Nintendo is considering bringing Unity support to its 3DS handheld, according to a new report in Siliconera.
Console/PC, Programming, Production, Business/Marketing

GDC Europe 2014 announces dates and call for papers  
by GDC Staff [03.24.14]
GDC organizers have put out the call for submissions to present lectures and panels sessions at the 2014 Game Developers Conference Europe, which will run August 11-13 in Cologne, Germany.
Console/PC, Design, Production, Business/Marketing, GDC Europe

GDC hits attendance record, 2015 dates announced 3
by GDC Staff [03.24.14]
Game Developers Conference has set a record for event attendance, with more than 24,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Escaping the indie shame spiral 17
by Gamasutra Community [03.21.14]
"Despair over lack of progress drained my motivation. Flagging motivation resulted in even less momentum on my game. Creating more despair. Draining more motivation."
Indie, Production