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June 19, 2013





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Updates » Programming
Road to the IGF: ATUM Exclusive 1
by John Polson [03.22.13]
NHTV Breda designers Marta Clavero Jimenez and Thomas Buijtenweg discuss their team's IGF 2013 student finalist ATUM, a puzzle platformer inside a point-and-click game attempting to break the fourth wall.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video, IGF

A quick guide to making a game in HTML5 2
by Gamasutra Community [03.22.13]
A blog post that acknowledges technical limitations of working with HTML5, while offering solutions for developing high-quality mobile games using the nascent technology.
Console/PC, Smartphone/Tablet, Indie, Programming, Production

The intimacy of sound: Robin Arnott's mysterious SoundSelf Exclusive 4
by Leigh Alexander [03.22.13]
Sound designer Robin Arnott (Deep Sea, Antichamber) takes us on a fascinating personal journey to SoundSelf, which creates an auditory-visual experience using the player's own voice.
Console/PC, Indie, Programming, Art, Design, Exclusive

Unity comes to PS4, Vita, PlayStation Mobile 17
by Frank Cifaldi [03.21.13]
The popular game development platform expands its reach by supporting the entirety of Sony's PlayStation family of platforms, including digital platforms like PlayStation Mobile and its upcoming cloud service.
Console/PC, Programming, Design, Business/Marketing, GDC

I hosted a six-week program to encourage women to make video games 44
by Gamasutra Community [03.21.13]
Game developer Tanya Short recounts the first ever Pixelles program in Montreal, a game incubator that aimed to increase diversity in game development by helping women make games from the ground up.
Console/PC, Indie, Programming, Art, Design, Recruitment

Marmalade Juice aims to make porting iOS games to Android a breeze 2
by Mike Rose [03.21.13]
The Marmalade SDK today staked its claim as a leading business in the world of mobile game porting, as it launched a new technology which it says entirely replaces the need to port your iOS games to Android.
Console/PC, Smartphone/Tablet, Programming, Business/Marketing

Road to the IGF: Michael Lee on mindful xp Exclusive  
by John Polson [03.21.13]
Carnegie Mellon student Michael Lee speaks about his team's mindful xp, a collection of prototypes with meaningful mechanics, interactions, and goals of evoking a particular theme or personal experience.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video, IGF

Get a job: CrowdStar needs smartphone engineers in Burlingame  
by Frank Cifaldi [03.20.13]
CrowdStar is growing, and we are looking for some rockstar game engineers to join our team. As an IOS/Android game engineer you will partake in the process of creating some of the most innovative games for our demographic.
Smartphone/Tablet, Programming, Recruitment

Road to the IGF: The Fullbright Company's Gone Home Exclusive 1
by Leigh Alexander [03.20.13]
Our Road to the IGF interview series talks to The Fullbright Company's Steve Gaynor about Gone Home, a first person exploration game that's earned an Excellence in Narrative nomination.
Console/PC, Programming, Art, Design, Exclusive, Video, IGF

In the Wild West of HTML5, can you monetize your tech? 8
by Christian Nutt [03.20.13]
It's hard enough to generate cash from an HTML5 game -- but in this blog post, one developer argues that you have to think outside of the box to do it, and offers somes suggestions on how.
Smartphone/Tablet, Indie, Programming, Business/Marketing

Road to the IGF: Arcane Kids' Zineth Exclusive 1
by John Polson [03.20.13]
Arcane Kids' Russell Honor discusses IGF student finalist Zineth, a Jet Set Radio-like platformer which takes place in a world absorbed by a cellphone game.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video, GDC

'I think most game designers really just suck' - Richard Garriott 135
by Mike Rose [03.20.13]
"What I'm saying is, I think most game designers really just suck." - Richard "Lord British" Garriott, industry veteran and Portalarium founder, believes that the video game industry is dramatically underskilled.
Console/PC, Programming, Design

Have you considered porting your game to MS-DOS? Exclusive 8
by Mike Rose [03.19.13]
Porting your game to multiple platforms makes much financial sense, allowing you to hit as many different markets and players as possible. One platform you might not have considered is MS-DOS.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing, Exclusive

Get a job: Be Arkane's new lead tech programmer in Austin!  
by Gamasutra Jobs [03.18.13]
"Manage a team of programmers whose responsibilities include the design, implementation, and maintenance of development tools, game physics, graphics and hardware systems. Oversee and maintain a comprehensive build system."
Console/PC, Programming

Valve goes VR with official Oculus Rift support 3
by Frank Cifaldi [03.18.13]
Valve's popular Team Fortress 2 -- which the studio previously told us is its guinea pig for new tech and business opportunities -- will officially support the unit with a game update in the next couple of weeks.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

What did we learn from EA's LGBT-friendly event? Exclusive 1
by Leigh Alexander [03.18.13]
There were a lot of takeaways from Electronic Arts' recent LGBT-friendly FullSpectrum event. Attendees discuss its successes and shortcomings, and what publishers should learn.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Exclusive

Road to the IGF: Behold Studios' Knights of Pen & Paper Exclusive 2
by John Polson [03.18.13]
Behold Studios' Ronaldo Nonato discusses the creation of Knights of Pen & Paper, a mix of video game and physical RPG elements that allows for control of both sides of the table: the players and the dungeon master.
Smartphone/Tablet, Indie, Programming, Design, Exclusive, Video

If nothing else, SimCity proves that no one is safe from scaling problems 14
by Frank Cifaldi [03.15.13]
"One lesson is that we needed longer, more comprehensive beta tests." - Lucy Bradshaw may be stating the obvious here, but it speaks to a bigger, scarier trend: developers of all sizes are still struggling to scale their games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Business/Marketing

Guild Wars 2, SimCity design lectures highlighted at GDC 2013 1
by GDC Staff [03.15.13]
GDC 2013 organizers are highlighting more top talks, including design lectures on Guild Wars 2 and SimCity, Brenda Romero's F2P "morning after," and panels on indie incubators and physical-digital game mixing.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, GDC

The challenge and opportunity of going 'no budget' on Android 12
by Gamasutra Community [03.15.13]
Experienced programmer Simon Tomlinson (Need for Speed: Shift) walks us through the development and release of his Android poker app -- and the difficult decisions he had to make.
Indie, Programming