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May 24, 2013




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Blog: I took my Ouya game to retail, and here's what happened 16
by Gamasutra Community [05.22.13]
With OUYA kiosks in stores across the UK, one indie sets up a guerrilla demo for his game at a local video game shop.
Console/PC, Indie, Business/Marketing

Video: Thief vs. Deus Ex - a design discussion  
by GDC Vault Staff [05.23.13]
Deus Ex designer Warren Spector and Thief designer Doug Church grill each other on stage at GDC 2002 about their first-person stealth game design decisions.
Console/PC, Design, Video

Here's how much 'whales' spent so far this year 10
by Mike Rose [05.23.13]
The top 1 percent of people spending money on in-app purchases in mobile and web games account for around 33 percent of total spending, according to a new report.
Social/Online, Smartphone/Tablet, Business/Marketing

'This model of game making is so fundamentally broken.' 40
by Kris Ligman [05.22.13]
Following recent layoffs at Trion and his comments that the industry was "fundamentally broken," departed Trion CCO elaborates on his remarks and what the industry needs if it wants to see change.
Console/PC, Social/Online, Indie, Production, Business/Marketing

Xbox One: A flawed plan, well-executed 12
by Gamasutra Community [05.24.13]
Analyst Nicholas Lovell argues that Microsoft is chasing a 1990s-era plan for set top box domination in an era that has long since moved on.
Console/PC, Business/Marketing

Here's a look at the new dev tools you may have missed at GDC GDMag Exclusive 1
by Nate Ralph [05.23.13]
In this reprint from the May issue of GD Mag, Nate Ralph takes us through this year's newest tools and middleware, straight from the Game Developers Conference show floor.
Console/PC, GD Mag, Programming, GD Mag Exclusive

Making DayZ: An interview with its creator  
by Staff [05.24.13]
Project lead Dean Hall takes Gamasutra from his initial inspirations through his design process and finally how the game is currently being built and will be delivered to fans in this eclectic interview.
Console/PC, Indie, Design, Production

Player progression: Understanding how players get through your game 1
by Gamasutra Community [05.24.13]
This detailed breakdown explores the dichotomy of how players move through games -- through learning how to play, or by powering up -- and what that means for your design.
Console/PC, Indie, Design

A Guacamelee! combat design analysis 2
by Gamasutra Community [05.23.13]
Combat designer Ben Ruiz gives the popular Metroidvania brawler a good thumping to see whether its mechanics live up to the potential its luchador protagonist promises.
Console/PC, Indie, Design

Opinion: Xbox One is a desperate prayer to stop time Exclusive 140
by Leigh Alexander [05.21.13]
Microsoft used words like "groundbreaking," "innovative" and "immersive" countless times as it unveiled the Xbox One, but Leigh Alexander argues that all we saw a disconnected prayer to stop time.
Console/PC, Social/Online, Programming, Design, Business/Marketing, Exclusive

Is coding 'to the metal' dangerous? 30
by Gamasutra Community [05.23.13]
Simon Roth (VVVVVV) suggests that game programmers' obsession with coding "to the metal" is counterproductive in the current multiplatform era -- writing "it's not the '90s anymore."
Console/PC, Indie, Programming

Creative leadership vs. project leadership: A guide for small teams 5
by Gamasutra Community [05.23.13]
Make Something Unreal winner Michael Levall explores the difference between leading a project and being the stakeholder of its vision -- sharing strategies for keeping a small team running effectively.
Console/PC, Indie, Production

Art Works webinar coming up on May 30th  
by Kris Ligman [05.23.13]
A new webinar from the National Endowment for the Arts will be held later this month for prospective applicants of 2013's Art Works grant.
Indie, Serious, Production

This Week in Video Game Criticism: From Indie Networks to Wii U 2
by Kris Ligman [05.23.13]
This week, our partnership with game criticism site Critical Distance brings us picks on topics including the Wii U and indies helping indies.
Console/PC, Indie, Design, Business/Marketing

Indies on Xbone: Where's the beef? Exclusive 31
by Mike Rose [05.22.13]
No matter what you've read about the newly-unveiled Xbox One, I'll wager you haven't seen much mention of the role of indie developers on the new console.
Console/PC, Indie, Business/Marketing, Exclusive

Unity announces support for open-source platform Tizen 1
by Kris Ligman [05.23.13]
On the heels of YoYo Games' announcement that it would be bringing GameMaker to Tizen, Unity Technologies has announced it, too, is developing a version of its software to the open-source platform.
Smartphone/Tablet, Indie, Programming, Business/Marketing

Making VR games: A primer 5
by Gamasutra Community [05.23.13]
With the Oculus Rift reawakening interest in VR games, serious games developer Sébastien Kuntz shares his decade-plus of experience in creating immersive virtual simulations.
Console/PC, Indie, Design

Xbox One is Microsoft's biggest play for living room domination 195
by Kris Ligman [05.21.13]
UPDATED Microsoft's successor to the Xbox 360, the Xbox One, is being positioned as an "all-in-one" console combining multimedia consumption with cloud computing and a packed-in Kinect 2.0.
Console/PC, Business/Marketing

The anatomy of a memory manager 6
by Gamasutra Community [05.23.13]
Fable developer Stewart Lynch focuses on C++ memory management for console game development, offering techniques for fragmentation and allocation.
Console/PC, Programming

Get a job: Be a Graphics Programmer for 2K Games 1
by Kris Ligman [05.23.13]
"2K Games seeks the talents of a seasoned graphics programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting edge 3D graphics."
Console/PC, Programming, Recruitment