Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 23, 2014
arrowPress Releases
April 23, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:

Updates » Production
'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

This could be the Bluetooth gamepad for Amazon's Android console 1
by Alex Wawro [03.14.14]
A tech blogger claims to have found photographs of a production-grade, Amazon-branded Bluetooth gamepad in official documents published by Brazilian telecommunications regulatory agency Anatel.
Console/PC, Production

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

Crytek goes mobile: The challenge of developing The Collectables 1
by Christian Nutt [03.14.14]
Going from developing Ryse to developing on the iPad -- Crytek's Hungary studio has made a huge pivot. Its head Kristoffer Waardahl tells Gamasutra all about the challenges.
Console/PC, Smartphone/Tablet, Programming, Design, Production, Business/Marketing

Blog: The next phase of indie game development will be powered by collaboration 5
by Gamasutra Community [03.14.14]
"All this means is that more developers, instead of toiling in seclusion, will join their efforts with others with similar goals in order to make, market, and sell games."
Indie, Production, Business/Marketing

5 anti-aging tips for your mobile game 6
by Gamasutra Community [03.13.14]
"This week, Pocket Gems is celebrating the second birthday of our game, Tap Paradise Cove... when players really love a game, and developers continue to evolve it, mobile games can live on for years."
Smartphone/Tablet, Design, Production

Three reasons your studio should run internal hackathons 13
by Gamasutra Community [03.12.14]
"Hackathons offer game companies personnel development, a cultural lift and inspiration for innovation... it takes bold ideas to stay ahead in such a creative-driven field."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

Welcome to Producerland: Rules for game dev survival 2
by Gamasutra Community [03.12.14]
"Producerland defines 10 rules for producers and shares stories that cover ea_spouse, Unreal, Medal of Honor, Infinity Ward, and many more."
Console/PC, Production

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

What goes into rebooting Sonic the Hedgehog? Exclusive 6
by Christian Nutt [03.12.14]
Bob Rafei's background includes Jak & Daxter and Crash Bandicoot -- and now he's being tasked with relaunching Sonic with Sonic Boom. We quiz him about this process.
Console/PC, Design, Production, Business/Marketing, Exclusive, Video

Flappy Bird creator is 'good now', working on new games 3
by Alex Wawro [03.11.14]
Dong Nguyen explains the design of Flappy Bird and opens up about how its unexpected success affected him in a recent interview with Rolling Stone.
Smartphone/Tablet, Production

A year's worth of games to 'help me love myself, love others' 6
by Gamasutra Community [03.11.14]
A game a month, both digital and non-digital, for a whole year -- what would you learn? Jenn Sandercock tried this experiment and in this detailed post, shares her experiences.
Console/PC, Indie, Production