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January 29, 2015
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January 29, 2015
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Updates » Vault
Video: Analyzing the phenomenon that was TwitchPlaysPokemon  
by Staff [01.28.15]
Speaking at GDC Next 2014, game researcher Alex Leavitt offers a data-rich analysis of the TwitchPlaysPokemon phenomenon and what it means for game makers.
Console/PC, Business/Marketing, Video, Vault

Video: How Amplitude Studios tackles community-driven development  
by Staff [01.26.15]
At GDC Next 2014, Amplitude Studios' Jeff Spock spoke about how the studio practices open development by involving its fans, as well as the positive and negative lessons learned.
Indie, Business/Marketing, Video, Vault

Video: Building Glitch City, a Voltron-like indie dev collective  
by Staff [01.23.15]
At GDC Next 2014, indie developers Asher Vollmer, Teddy Diefenbach, Ben Esposito and other Glitch City members discuss their failures and successes in founding an indie dev collective and workspace.
Indie, Business/Marketing, Video, Vault

Video: Crowdsharing development of Shroud of the Avatar  
by Staff [01.21.15]
Experienced game maker Starr Long shares what he's learned about harnessing the power of your community to crowdsource and crowdfund your next project at GDC Next 2014.
Console/PC, Business/Marketing, Video, Vault

Video: 'Reclaiming my soul' or 'Why I quit making F2P social games'  
by Staff [01.20.15]
Experienced game maker Caryl Shaw (EA, Kixeye, Ngmoco, Telltale Games) shares what she's learned in transitioning back and forth between AAA and F2P development in this GDC Next 2014 talk.
Console/PC, Social/Online, Production, Video, Vault

Video: There and Dad Again, an Octodad: Dadliest Catch postmortem  
by Staff [01.16.15]
At GDC Next 2014, Young Horses cofounders Phil Tibitoski and John Murphy discussed the methods they used to create a successful [joke] game, work better as a team, and learn to love again.
Indie, Design, Production, Video, Vault

Video: How Adrift went from concept art to publishing deal  
by Staff [01.14.15]
At GDC Next 2014, Adam Orth and the rest of the core Adrift development team share lessons learned while taking their game from concept art to a polished prototype that netted them a publishing deal.
Console/PC, Indie, Production, Video, Vault

Video: How Halfbrick rebooted a 4-year-old game into a top seller 2
by Staff [01.12.15]
As our industry evolves to embrace games with long lifespans, devs have to solve a hard problem: how do you make an old game feel like new? Learn how Halfbrick pulled it off in this GDC talk.
Smartphone/Tablet, Production, Video, Vault

Video: Painful PR lessons learned on the way to Guacamelee! 1
by Staff [01.09.15]
Developers, how do you best maximize your game's exposure with a limited marketing budget? Drinkbox Studios' (Guacamelee!) Chris McQuinn shares his advice and lessons learned in this GDC 2014 talk.
Console/PC, Social/Online, Indie, Business/Marketing, Video, Vault

Video: Exploring the Japanese indie game dev scene 1
by Staff [01.05.15]
Speaking at GDC 2014, BitSummit director James Mielke talks about how Japanese indies are changing the status quo of Japanese game development despite rarely being acknowledged by mainstream media.
Indie, Business/Marketing, Video, Vault

Video: Designing your game to offer meaningful choices  
by Staff [12.29.14]
At GDC 2014, 2K Games' Matthias Worch (former lead designer of the cancelled Star Wars 1313) investigates how we can better design games to afford players the opportunity to make meaningful choices.
Console/PC, Indie, Design, Video, Vault

Yu Suzuki recounts making Shenmue, released 15 years ago today  
by Staff [12.29.14]
Influential Japanese game designer Yu Suzuki delivers a Classic Game Postmortem talk at GDC 2014 about his Dreamcast cult classic Shenmue, released on this day in Japan two decades ago.
Console/PC, Design, Vault

Video: How player feedback helped Pocketwatch perfect Monaco 1
by Staff [12.24.14]
At GDC 2014 Pocketwatch Games' Andy Nguyen offered a deeper look at how all feedback, both good and bad, helped shape Monaco without sacrificing its core design.
Indie, Design, Video, Vault

Video: Eugene Jarvis delivers a postmortem of Robotron: 2084 1
by Staff [12.22.14]
Industry veteran and Raw Thrills cofounder Eugene Jarvis delves into the design of his seminal arcade game during this upbeat classic game postmortem of Robotron: 2084 at GDC 2014.
Console/PC, Design, Video, Vault

Video: How games reflect the tension between our hearts and minds 1
by Staff [12.19.14]
In a wide-ranging GDC 2014 talk, NYU Game Center chief Frank Lantz explored how games are made, played and talked about in an effort to better understand the ways in which people look at the world.
Console/PC, Design, Video, Vault

Video: How Save the Date wins hearts through nonlinear narrative  
by Staff [12.17.14]
As part of the GDC 2014 Independent Games Summit, Save the Date creator Chris Cornell spoke about the specific techniques he used to build a surprisingly emotional nonlinear narrative game.
Indie, Design, Video, Vault

Video: Growing your community the Day[9]TV way  
by Staff [12.15.14]
Speaking at GDC 2014, professional eSports broadcaster Sean "Day[9]" Plott gave an excellent business-minded talk guiding developers through ways to stay connected and relevant to their audience.
Social/Online, Business/Marketing, Video, Vault

Video: Understanding how games influence the way boys behave 2
by Staff [12.12.14]
At GDC 2013, author Rosalind Wiseman teamed up with game industry personality Ashly Burch for a thought-provoking session about the connection between games and social behavior among school-aged boys.
Serious, Business/Marketing, Video, Vault

Video: Ken Levine pitches devs on the idea of 'Narrative Legos' 8
by Staff [12.10.14]
At GDC 2014, Irrational Games cofounder Ken Levine explains his theory of 'Narrative Legos' -- breaking narrative down to its smallest non-abstract elements and mixing them up to create new stories.
Console/PC, Design, Video, Vault

Video: How the Fukushima Game Jam helped a community rebuild  
by Staff [12.05.14]
IGDA Japan VP and Fukushima Game Jam organizer Toshifumi Nakabayashi speaks to how developers can use game jams as a way to encourage philanthropy as part of an Advocacy track talk at GDC 2014.
Indie, Business/Marketing, Video, Vault