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Updates » Video
Mayhem Triple: An indie's own personal Duke Nukem Forever 1
by Mike Rose [04.16.13]
Indie developer Dustin Gunn has released his new game Mayhem Triple, and it's a bit of a special one for the dev -- it's his own Duke Nukem Forever, 10 years in the making.
Indie, Art, Design, Business/Marketing, Video

Black Annex: A QBasic game for the 21st century Exclusive 6
by Mike Rose [04.15.13]
Black Annex is a nifty-looking strategy game from Australian indie studio Man Fight Dragon. What really makes the game stand out is that it has been written entirely in the decades-old QBasic programming language.
Console/PC, Indie, Programming, Design, Exclusive, Video

Developing for Ouya? Here's how it stacks up to today's mobile devices 23
by Mike Rose [04.15.13]
Futuremark has used its 3DMark benchmarking tools to test the power of the upcoming Ouya Android OS home games console against other devices, ranking it 73rd in terms of comparative performance.
Console/PC, Business/Marketing, Video

Namco Bandai decides to embrace free-to-play after all 1
by Mike Rose [04.12.13]
Although Namco Bandai didn't seem to have much faith in free-to-play a year ago, the company appears to have changed its mind, with 2013 marking high-profile free-to-play releases for the publisher.
Console/PC, Business/Marketing, Video

Video: Bungie's world of Destiny, from concept to production 21
by GDC Vault Staff [04.11.13]
Hear the four pillars that guide the world design for Bungie's upcoming Destiny, from art director Christopher Barrett and design director Joe Staten in this free GDC 2013 video.
Console/PC, Programming, Art, Design, Video

Video: The ethics and psychology of the 'freemium' model 1
by GDC Vault Staff [04.09.13]
GDC 2013 played host to a live recording of the popular mobile developer podcast Walled Garden Weekly, with Touch Arcade's Eli Hodapp and Temple Run's Keith Shepherd debating the merits of freemium for mobile games.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video

Time to speak more openly about game development 3
by Kris Graft [04.08.13]
Perhaps it's time to knock down some of the walls of secrecy, and share knowledge on a more regular basis for the betterment of the art and craft of video game development. BioWare designer Manveer Heir offers his take.
Console/PC, Social/Online, Smartphone/Tablet, Design, Video

Gender, cloning and heartfelt goodbyes from the GDC 2013 showfloor  
by Staff [04.05.13]
Here's our last One Life Left vs. Gamasutra episode of GDC 2013, recorded on the show floor at lunchtime on Friday with a tremendous stream of guests, gently interrogated.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

Video: The Myst 'Classic Postmortem' from GDC 2013 5
by GDC Vault Staff [04.05.13]
Courtesy of the GDC Vault, Myst co-creator and sound composer Robyn Miller shared at GDC 2013 the design and production details behind one of gaming's most iconic first-person adventures.
Console/PC, Programming, Design, Video

Video: How Assassin's Creed III's many studios collaborated  
by GDC Vault Staff [04.04.13]
Five Ubisoft studio leads held a production panel at GDC 2013 to discuss the different models used to overcome the challenge of collaborating on a large scale for Assassin's Creed III.
Console/PC, Production, Video, GDC

Video: Remembering LucasArts' groundbreaking Maniac Mansion Exclusive 7
by Frank Cifaldi [04.03.13]
We dug into the GDC vaults to dig up designer Ron Gilbert's "odd collection of memories" about 1987's Maniac Mansion, the influential point-and-click adventure that began what many consider a golden era at Lucasfilm Games.
Console/PC, Design, Exclusive, Video

Video: Raph Koster remembers his first (kind of adorable) game 2
by Frank Cifaldi [04.03.13]
Every developer has his roots, and in the case of the noted Star Wars Galaxies and Ultima Online designer, those roots were in an Atari 8-bit game that cloned some arcade titles and sold exactly one copy.
Console/PC, Indie, Programming, Design, Video

GDC Video: Making the Atari coin-op classic Crystal Castles 3
by GDC Vault Staff [04.03.13]
Franz Lanzinger's GDC 2013 postmortem of Atari arcade game Crystal Castles is now free and includes a Q&A with the original dev team and a live session with Lanzinger himself playing piano pieces from the game.
Console/PC, Programming, Design, Production, Video

Listen to Fullbright, Harmonix and NYU from the GDC floor  
by Staff [04.03.13]
As the final lectures of last Thursday finished, One Life Left convened another diverse panel to chat some more about life making games in 2013. Click through for portals, storytelling and secrets.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

Play folk games on the fly with Tiny Games app Exclusive  
by Leigh Alexander [04.03.13]
Can a new app combine the social quality of in-person play without the complex logistics of live events? Hide&Seek's tiny games wants to make a massive catalog of folk games accessible to all.
Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video

Video: The 9 biggest trends from free-to-play games in 2012 6
by GDC Vault Staff [04.02.13]
At GDC 2013's Free to Play Design & Business Summit, top analysts from Joju Games, Playdom, and Funsockets review the best games and the nine biggest trends from 2012's Facebook, mobile, and open Web.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, GDC

Motivation, cross-media pollination and the creative process  
by Staff [04.02.13]
GDC 2013 might be over, but you can relive One Life Left's relentless guest schedule, which includes game experts from Double Fine, Lady Shotgun and Spry Fox. Put these people in your ears now.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

Video: Spec Ops: The Line contextualizes violence through story 1
by GDC Vault Staff [04.01.13]
Spec Ops: The Line lead writer and narrative designer Walt Williams discusses at GDC 2013 a four-step process, dubbed "the illusion of casuality," used to make the moment-to-moment violence in-game meaningful.
Console/PC, Design, Production, Video, GDC

Video: Chris Hecker's wordless rant at GDC 2013 45
by Frank Cifaldi [04.01.13]
Typically, speakers at GDC's annual game dev rant panel take to the microphone to rant for their allotted five minutes, but this year, design veteran and SpyParty creator Chris Hecker let the industry do the talking for him.
Console/PC, Indie, Design, Business/Marketing, Video

A bit of Kickstarter, a bit of zombies, more on hugging games  
by Staff [03.29.13]
The Official GDC Podcast crew tackles the big topics: Kickstarter, diversity, the challenges in writing for interactive media, the universality of zombies, hugs (again), schedule highlights and how to be disturbing.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC