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April 19, 2014
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April 19, 2014
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Updates » Production
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

Producerland: Tips for survival 11
by Gamasutra Community [03.19.14]
The final installment of Producerland contains tips on meetings agendas, communication, and how to properly exert pressure on developers when it's called for.
Console/PC, Production

Epic radically changes licensing model for Unreal Engine 61
by Christian Nutt [03.19.14]
Today at GDC, the Epic founder showcased Unreal Engine 4, and noted that it's going to a subscription model -- $19 a month, with devs Epic paying royalties on shipped games.
Console/PC, Smartphone/Tablet, Indie, Programming, Production, Business/Marketing, Video, GDC

Popular game dev tools come to PlayStation 4 with native support 5
by Kris Graft [03.19.14]
Popular game development tools and middleware are coming to PlayStation 4, Sony Computer Entertainment announced Wednesday during the Game Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production

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

Blog: Publishing a game jam game  
by Gamasutra Community [03.18.14]
"Winning the Global Game Jam is cool, but how do you conquer the commercial market with your game? It's not as easy as it sounds."
Console/PC, Smartphone/Tablet, Indie, Production

From zombie apocalypse to L.A. Cops: What's new from Modern Dream Exclusive  
by Kris Ligman [03.18.14]
Modern Dream founder Ollie Clarke, coming away from the success of last year's Typing of the Dead: Overkill, reveals two new projects -- including the studio's next game, retro shooter L.A. Cops.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Exclusive, Video

'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

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

Producerland: Lessons learned from producing Unreal and Call of Duty 5
by Gamasutra Community [03.17.14]
"As producers we should find ways to motivate our development team that does not always use the milestone or checkbook. Usually the best way to do this is to appeal to their passion, talent, and ego."
Console/PC, Production

No Service: Train Jam Day 1 4
by Kris Graft [03.14.14]
Gamasutra editor-in-chief Kris Graft is taking the Train Jam to GDC, and here he writes about Day 1 of the mobile game jam that's making its way across the U.S. right now.
Console/PC, Indie, Design, Production

Blog: Start before you have an idea 9
by Gamasutra Community [03.14.14]
No idea for a game? "This is a common source of paralysis that I hear pretty often from people trying to get started. Let's look at some ways of bypass these barriers and get back to game making."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

Video: Learn more about the legends of game design from GDC 1997  
by GDC Staff [03.14.14]
Industry legends Nolan Bushnell, Chris Roberts, and John Romero share stories about Atari, Wing Commander, id Software, and more in a panel from the 1997 Computer Game Developers Conference.
Console/PC, Design, Production, Video, Vault

Making a game to fight cancer - Play to Cure: Genes in Space 1
by Christian Nutt [03.14.14]
Developer Guerilla Tea explains the ups and downs of creating a mobile game that sifts through raw data to help cancer researchers find a cure.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Postmortem: Language learning game Pavel Piezo  
by Gamasutra Community [03.14.14]
From a promising prototype to a finished product, this postmortem walks through the conception, production, and completion of hidden object language-teaching game Pavel Piezo.
Smartphone/Tablet, Production

GDC 2014: Our lecture recommendations for press  
by Simon Carless [03.14.14]
"Both for the benefit of press that might not have spotted them yet, and for those people who want to see some of the 'newsier' (and some of the worthwhile and less news-y) talks at the show."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing