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May 24, 2013




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Updates » Programming
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

Video: A fireside chat with Minecraft creator Notch Exclusive 1
by GDC Vault Staff [03.15.13]
Chris Hecker (SpyParty) fires off questions to Mojang's Markus Persson about piracy, his designing and growing of Minecraft, and his own professional growth in this free lecture from GDC 2012.
Console/PC, Social/Online, Indie, Programming, Design, Business/Marketing, Exclusive, Video, GDC

Road to the IGF: LiquidSketch Exclusive 1
by Frank Cifaldi [03.15.13]
Nominated for a Technical Excellence award at the 2013 Independent Games Festival later this month, LiquidSketch is a unique iPad puzzle game employing impressive liquid physics that developer Tobias Neukom tells us was a beast to get right.
Smartphone/Tablet, Indie, Programming, Design, Exclusive, Video, GDC, IGF

Blog: The PC developer's guide to the 'app' world of Windows 8 4
by Gamasutra Community [03.15.13]
What do Android and iOS devs know that traditional PC developers don't? With Windows 8 moving to an "app" ecosystem, this blog post has four key tips you should keep in mind.
Console/PC, Smartphone/Tablet, Programming, Business/Marketing

Road to the IGF: Tale of Tales' Bientot l'ete Exclusive  
by Leigh Alexander [03.14.13]
We talk to Tale of Tales about its Nuovo award-nominated Bientot l'ete, and how it aims to communicate the unwinnable nature of love and the raw ambivalence of meaningful human interaction.
Social/Online, Indie, Programming, Art, Design, Exclusive, IGF

$20K to be awarded in first ever game jam for cats 8
by Frank Cifaldi [03.14.13]
Friskies maker Purina is sponsoring what we're pretty sure is the first event of its kind: a game jam in which teams compete to make the best game (or app!) aimed at the growing feline population of game players.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production

First Unity 4 update brings iOS games to the TV 12
by Frank Cifaldi [03.14.13]
Version 4.1 of the popular Unity game engine was released Thursday which, among other enhancements, it introduces multiscreen AirPlay support, allowing iOS games to be played on a TV.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production

Recreating Braid's time mechanics in 3D 14
by Gamasutra Community [03.14.13]
A programmer takes you through the ins and outs of recreating the central gameplay mechanic from Jonathan Blow's indie smash -- in 3D, and using Unity.
Indie, Programming

Road to the IGF: Team Pixel Pi's Pulse Exclusive  
by John Polson [03.14.13]
2013 IGF student finalist Pulse paints a canvas not with color but with sound. It is a first person survival game where echoes trigger the now-blind player's memory.
Console/PC, Indie, Programming, Audio, Design, Production, Exclusive, Video

Blog: I went through 9 years of feature creep and lived to tell 6
by Gamasutra Community [03.13.13]
What happens over the course of a nine-year development cycle? A lot of things, and in this blog post, one indie shares the tale of the decision-making and technical evolutions he faced.
Indie, Programming, Design, Production

Road to the IGF: Anna Anthropy's Dys4ia Exclusive 7
by Leigh Alexander [03.12.13]
Our Road to the IGF series of interviews continues with a look at Anna Anthropy's Excellence in Narrative and Nuovo nominee Dys4ia, a poignant, personal game about hormone therapy and the self.
Indie, Programming, Art, Design, Exclusive, IGF

The ins and outs of in-game cameras 2
by Gamasutra Community [03.12.13]
Designing a camera system? There's a lot of things to consider, and this highly practical post runs down the complexities of getting your game's camera in good working order.
Console/PC, Indie, Programming, Design

Get a job: ArenaNet needs programmers in Bellevue  
by Gamasutra Jobs [03.11.13]
"ArenaNet was founded by programmers; we are a company of doers, dedicated to our craft, and we put decision-making in the hands of the people who are closest to the issues and thus best suited to make the right choices."
Console/PC, Programming, Recruitment

Video: Hall and Romero's Doom postmortem 2
by GDC Vault Staff [03.11.13]
Designers John Romero and Tom Hall deliver a postmortem on their prolific first-person shooter, Doom, 17 years after its release in this free video lecture from GDC 2011.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Video, GDC

AI postmortems of Assassin's Creed III, XCOM, AI rant planned for GDC 2013  
by GDC Staff [03.11.13]
GDC 2013 organizers are highlighting its Artificial Intelligence Summit, including AI postmortems of Assassin's Creed III, XCOM: Enemy Unknown, and Warframe, its annual AI dev rant, and 'The Simplest AI Trick in the Book.'
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, GDC

Sponsored Post: Strawdog Studios Leverages NVIDIA’s Nsight Tegra to Deliver Space Ark THD  
by NVIDIA [03.08.13]
Sponsored content: Developer Strawdog Studios explains how NVIDIA's Nsight Tegra, and specifically its debugger, powered development of its upcoming game.
Smartphone/Tablet, Programming

Sponsored Post: A Developer’s Guide to Project Shield  
by NVIDIA [03.08.13]
Sponsored content: Since we announced Project Shield, we've had a flood of requests here at NVIDIA on how to get hardware and how to develop games on this exciting new mobile platform.
Smartphone/Tablet, Programming

Peer-to-peer networking in Unity 6
by Gamasutra Community [03.08.13]
Unity makes things "as easy as possible," writes Darrel Cusey, except for its insistence on client-server networking -- and in this blog post, he shows you how to implement a peer-to-peer solution.
Console/PC, Indie, Programming

Why we're not ready for always-on games 48
by Gamasutra Community [03.08.13]
In the wake of SimCity and Diablo III's server problems, Benjamin Quintero examines whether or not always-on games are a step back, creating more problems than solutions.
Console/PC, Social/Online, Programming, Business/Marketing