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July 26, 2014
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July 26, 2014
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Updates » Video
Panoramical asks: Why can't music software be a game? Exclusive 4
by Mike Rose [07.01.14]
For David Kanaga, the composer behind games like Proteus, DYAD, and the upcoming Panoramical, some of his favorite games aren't games at all.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive, Video

Video: Make your games better with playtesting, the Uncharted way 1
by Staff [06.30.14]
Game industry veteran Richard Lemarchand, then the lead game designer at Naughty Dog, discusses the psychological concept of attention as it relates to game design at GDC 2012.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Video: 10 pieces of Hearthstone design wisdom 2
by Staff [06.27.14]
In this GDC 2014 talk, lead designer Eric Dodds lays out the design challenges Blizzard faced in building a remarkably successful digital collectible card game in Unity for both PC and mobile devices.
Console/PC, Social/Online, Programming, Design, Production, Video, Vault

YouTube using video games to promote new 60fps support 2
by Mike Rose [06.27.14]
Support for 48 and 60 frames per second video is coming to YouTube in the next few months, and Google has used video games to show off how this can look.
Console/PC, Business/Marketing, Video, YouTube

Building a game around AR: The story of Outsiders Exclusive  
by Mike Rose [06.24.14]
Despite repeated attempts at making augmented reality video games part of the mainstream, the genre refuses to take off. Now one studio is looking to take it to a whole new level.
Smartphone/Tablet, Business/Marketing, Exclusive, Video

YouTube will now tell your viewers when you're Twitch streaming 2
by Mike Rose [06.24.14]
Twitch has teamed up with YouTube to provide Twitch Live Annotations, a YouTube alert that tells viewers when a YouTuber is streaming on Twitch.
Console/PC, Business/Marketing, Video, YouTube

Q&A: Telling human stories of the Great War with Valiant Hearts Exclusive 14
by Alex Wawro [06.24.14]
Two lead developers on Ubisoft Montpellier's Valiant Hearts explain why they made a cartoonish adventure game inspired by soldier's letters and other somber artifacts of the First World War.
Console/PC, Design, Production, Exclusive, Video

Miyamoto: Adversity will bring out Nintendo's creativity 10
by Christian Nutt [06.19.14]
"In my years with Nintendo what I've found is that it's always in those difficult times that we have a tendency to find that next new thing." - Nintendo EAD general manager, Shigeru Miyamoto
Console/PC, Production, Business/Marketing, Video

Video: Industry veterans explore video games as art  
by Alex Wawro [06.19.14]
The Museum of Contemporary Art in L.A. is releasing episodes of its game-centric documentary series "Art in Video Games Los Angeles" for free on YouTube.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Meet the developer who spent 13 years making his childhood game Exclusive 10
by Mike Rose [06.19.14]
When Adam Butcher was 14 years old, he had a vision for a video game that he wanted to make. It was a little bulky in scope, sure, but it was the game he wanted to play, and he had the tools to make it.
Console/PC, Indie, Business/Marketing, Exclusive, Video

Q&A: Tale of Tales tells its first original story with Sunset Exclusive 5
by Alex Wawro [06.19.14]
This first-person exploration game set in '70s-era Latin America is one of the larger games Tale of Tales has ever worked on, with collaborators like Austin Wintory and an anonymous writer.
Console/PC, Indie, Design, Production, Exclusive, Video

British dev releases game he spent 13 years making 10
by Mike Rose [06.18.14]
Adam Butcher began making a game when he was 14 years old. 13 years later and the dev has finally finished his epic saga, and released it for free download.
Console/PC, Business/Marketing, Video

Video: Shenmue postmortem from Yu Suzuki and Mark Cerny  
by Staff [06.16.14]
Yu Suzuki, the influential Japanese game designer famously known for his work at Sega, delivers a Classic Game Postmortem talk about his Dreamcast cult classic Shenmue at GDC 2014.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Fruit Ninja studio Halfbrick tries its hand at publishing  
by Mike Rose [06.16.14]
Fruit Ninja studio Halfbrick today announced that it has moved into mobile game publishing, as it looks to lend its knowledge of mobile game development to other teams.
Social/Online, Smartphone/Tablet, Business/Marketing, Video

Spec Ops: The Line studio goes free-to-play with Dreadnought Exclusive 7
by Mike Rose [06.16.14]
Spec Ops: The Line studio Yager has been rather busy. While its big announcement at E3 was obviously Dead Island 2, the company's other E3 reveal was arguably as interesting, if not more so.
Console/PC, Business/Marketing, Exclusive, Video

Extrasolar postmortem: Game design at 0.0003 FPS 2
by Staff [06.13.14]
Lazy 8 Studios founder Dr. Rob Jagnow speaks frankly about the design of Extrasolar and the value of turning your technical constraints into strengths during GDC 2014.
Console/PC, Design, Video, Vault

Recreating the feeling of flight using Oculus Rift 6
by Mike Rose [06.12.14]
There have been tons of great demos and prototypes showing off what can be achieved with the Oculus Rift VR hardware, but Birdly may be the most imaginative we've seen to date.
Console/PC, Indie, Design, Video

Video: Brenda Romero's dream of game design mastery 2
by Staff [06.11.14]
Game industry veteran Brenda Romero exhorts her fellow developers to strive for greatness and shares what she's learned about mastery from Michelin-starred chefs at GDC 2014.
Console/PC, Design, Video, Vault

Former Journey art director reveals his next game 1
by Mike Rose [06.10.14]
The first game from former thatgamecompany art director Matt Nava was revealed during Sony's E3 press conference last night, scheduled to arrive on PlayStation 4 in 2016.
Console/PC, Indie, Business/Marketing, Video, E3

Video: How modular design made Kerbal Space Program possible  
by Staff [06.09.14]
Squad's Chad Jenkins speaks at length about how modular design principles made Kerbal Space Program possible as part of the Independent Games Summit at GDC 2014.
Console/PC, Indie, Design, Production, Video, Vault