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October 23, 2014
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October 23, 2014
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Updates » Video
Video: Lessons learned from trying to make a game a week 1
by Staff [10.03.14]
Developer Adriel Wallick gave herself a challenge: make a game a week, every week, in order to stay motivated and learn as much as possible by trying -- and often failing -- to make many games.
Console/PC, Indie, Design, Video, Vault

Insomniac's engine guru expounds on his studio's approach to code 3
by Alex Wawro [10.02.14]
Mike Acton serves as Insomniac Games' engine director, and last month he gave a talk about the studio's approach to optimizing C++ code for game design that game programmers may find useful.
Console/PC, Programming, Video

Video Postmortem: Making a truly sci-fi game in MirrorMoon EP 1
by Staff [10.01.14]
What does it really mean to make a "sci-fi" game? Santa Ragione's Pietro Righi Riva explores the question while giving a postmortem talk about his game MirrorMoon EP during GDC Europe 2014.
Console/PC, Design, Video, Vault

When a game misses its release window by four years Exclusive 2
by Mike Rose [10.01.14]
Back in the summer of 2010, I covered an intriguing music-based shooter called Substream on IndieGames.com. Four years later, Bradley's email address popped up in my inbox again, complete with a new trailer for the game.
Console/PC, Indie, Business/Marketing, Exclusive, Video

Video: Beyond Spreadsheets - Generating operational impact with analytics  
by Staff [09.26.14]
While dashboards and KPI reporting are obligatory -- yet certainly helpful -- standards to track the performance of your game, they are bound to only look in the past.
Console/PC, Design, Video, Vault

Here's what video games could look like as soon as next year 41
by Mike Rose [09.25.14]
Euclideon, the 3D rendering studio that gave us a glimpse of what it called "the largest ever breakthrough in 3D graphics" back in 2011, has said that it is now prepping its tech for use in games.
Console/PC, Business/Marketing, Video

Video: Super data for digital games 4
by Staff [09.24.14]
With myriad factors affecting the evolution of digital games, this session covers the ABCs of game metrics, as well as how each game segment has contributed to this staggering growth.
Console/PC, Design, Video, Vault

Keep Talking and Nobody Explodes: A team-based Oculus Rift game Exclusive 6
by Mike Rose [09.24.14]
At the 2014 Global Game Jam, three game creators were desperately trying to come up with an idea for an Oculus Rift game, when they accidentally stumbled across a rather outlandish concept.
Console/PC, Indie, Design, Exclusive, Video

Big studio creativity: Lionhead Incubation to share experiments  
by Christian Nutt [09.23.14]
Since 2008, Lionhead Studios hasn't released anything but Fable games. That might change, as it moves concretely to foster more inventiveness through a new initiative.
Console/PC, Design, Production, Business/Marketing, Video

Video: A crash course in design-related analytics  
by Staff [09.22.14]
Information is now everywhere. If you work for a large company or a publisher, someone is going to come to you with analytics, and you need to be able to understand them in order make proper use of them.
Console/PC, Design, Video, Vault, GDC, GDC Europe

Video: Jon Blow on building a new programming language for games 13
by Alex Wawro [09.19.14]
The designer of Braid and The Witness has published a talk outlining his thoughts on how we might go about building a new programming language specifically for game development.
Video

Video: Perfectly pitching your game in three sentences or less 1
by Staff [09.19.14]
Speaking at GDC Europe 2014 earlier this year, Vlambeer co-founder Rami Ismail shared some useful advice on how developers can perfect the art of pitching their game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Video: Solving the challenges of porting Fez to PlayStation  
by Staff [09.17.14]
Speaking at GDC Europe 2014, Blitworks cofounder Miguel Angel Horna revealed with great detail his team's process for bringing Polytron's puzzle game to the Sony PlayStation platforms.
Console/PC, Indie, Production, Video, Vault

Video: How Ubisoft modernized the gunplay of Splinter Cell  
by Staff [09.16.14]
Ubisoft designer James Everett says he faced some tricky challenges when he started work on Splinter Cell: Blacklist, chief among them the problem of making players feel like they're a modern military professional.
Console/PC, Design, Video, Vault

Swedish studio Image & Form thinks big with SteamWorld Heist Exclusive 5
by Mike Rose [09.16.14]
Back in April, I was feeling lucky. I emailed Brjann Sigurgeirsson at SteamWorld Dig studio Image & Form, with the subject line "Fishing for info." This particular line caught a bit one.
Console/PC, Business/Marketing, Exclusive, Video

Ludum Dare organizer ponders the game jam's future 7
by Mike Rose [09.16.14]
As the latest results of popular game jam Ludum Dare are revealed, the organizer of the jam has admitted that the movement has simply become too big for him to handle as a side-project anymore.
Console/PC, Indie, Business/Marketing, Video

Minecraft studio Mojang has been bought by Microsoft for $2.5B 78
by Mike Rose [09.15.14]
Minecraft studio Mojang has confirmed that the rumors are true: The developer is being bought by Microsoft for a whopping $2.5 billion.
Console/PC, Business/Marketing, Video

Video: Navigating the moral maze of the new games business 9
by Staff [09.12.14]
Games are continually criticized for their portrayal of violence and women, as well as their supposedly addictive nature. But with the advent of free-to-play, for the first time ever the industry is discussing the ethics of a business model.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing, Video

Video: Designing Monument Valley to be an experience, not a game 2
by Staff [09.10.14]
Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong talks about how being embedded in a UX studio led ustwo games to create a puzzle game that looks like a series of M.C. Escher paintings.
Smartphone/Tablet, Art, Design, Production, Video

Video: Clash of clones and the importance of standing out 1
by Staff [09.08.14]
Speaking at GDC Europe 2014, Paradox CEO Fredrik Wester explained the business advantages of originality, how to find and express your vision, why passion is unclonable, and the power of community.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault