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May 23, 2013




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Gamasutra blog guidelines: Updated, open for discussion 13
by Staff [05.20.13]
Want to know more about blogging on Gamasutra? Check out the site's new, revised blog guidelines. If you have any questions or comments, editor Christian Nutt is there to answer them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Blog: Immersion, not realism 11
by Gamasutra Community [05.20.13]
BioShock 2 and XCOM: The Bureau AI programmer David Pittman argues that there's a big difference between pursuing realism and immersion -- and explains the difference.
Console/PC, Programming, Design

Game & Wario lampoons crowdfunded games 4
by Kris Ligman [05.20.13]
With crowdfunding services like Kickstarter and IndieGoGo an increasingly popular alternative to traditional financing for small developers, a satirical video like this seemed inevitable.
Console/PC, Business/Marketing, Video

What can Big Data do for games? 4
by Gamasutra Community [05.20.13]
You can gather tremendous amounts of data these days -- but what can game developers do with it? University professor Dana Ruggiero explains.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Business/Marketing

Video: GDC's weird and wild Experimental Gameplay Workshop  
by GDC Vault Staff [05.20.13]
Over 20 demos of innovative game designs from Jason Rohrer, Brenda Romero, Emily Short, and more were on display during the 11th annual Experimental Gameplay Workshop.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video

The next Xbox: What Microsoft needs to reveal this week 18
by Gamasutra Community [05.20.13]
The competitive landscape for game consoles is more complex than ever. IHS analyst Piers Harding-Rolls looks at what Microsoft must do to maintain relevance in today's market.
Console/PC, Business/Marketing

Making NeverWinter Nights: A classic BioWare postmortem GDMag Exclusive 1
by Greg Zeschuk, Ray Muzyka, Scott Greig, James Ohlen, and Trent Oster [05.20.13]
In a 2002 Game Developer magazine postmortem, BioWare founders Ray Muzyka and Greg Zeschuk are joined by designers on NeverWinter Nights to discuss highs and lows of the game's creation.
GD Mag, Design, GD Mag Exclusive

Can free-to-play be effective without being exploitative? 17
by Mike Rose [05.20.13]
"There are lots of ways to implement free-to-play, and most of them are detrimental to the core game design." - Rami Ismail of Vlambeer discusses why he still isn't a fan of the free-to-play space.
Console/PC, Smartphone/Tablet, Business/Marketing

Pursuing minimalist game narratives for maximum effect 10
by Gamasutra Community [05.20.13]
The Zelda series evolved from minimalist quest to maximalist narrative by 2012. Have games gone astray? This post looks at those games and everything from Amnesia to Bogost's A Slow Year.
Console/PC, Indie, Design

This augmented reality tech was originally a Valve project 3
by Mike Rose [05.20.13]
Although Valve said that it had not canceled any projects during February's layoffs, two of the affected employees have revealed an AR project they were working on when they were let go.
Console/PC, Business/Marketing

A quick guide to particles on mobile 4
by Staff [05.20.13]
If you are looking for a high-performance way to create particles on low-performance portable devices, this tutorial is a quick and useful guide.
Smartphone/Tablet, Indie, Programming

Market's ready for new consoles, but old-gen surprisingly viable Exclusive 8
by Matt Matthews [05.20.13]
Sales of aging game console hardware in the U.S. are healthier than you might think, while at the same time, we're seeing signals that the market is ready for new consoles.
Console/PC, Business/Marketing, Exclusive

7 design lessons from Letterpress GDMag Exclusive 1
by Brandon Sheffield [05.20.13]
Brandon Sheffield draws design lessons from the simple beauty of Atebit's turn-based word game Letterpress in a reprint from the May issue of Game Developer magazine.
GD Mag, Business/Marketing, GD Mag Exclusive

Check out this supercut from Ludum Dare 26  
by Kris Ligman [05.17.13]
Make yourself comfortable. This supercut compiles 269 of Ludum Dare 26's most notable submissions into an intense 20 minute video.
Indie, Design, Video

New Team Fortress 2 update is completely user-made 1
by Kris Ligman [05.17.13]
The newest free content update for Valve's Team Fortress 2, Robotic Boogaloo, is entirely the creation of the game's fans, with more than 50 modders contributing to the project.
Console/PC, Indie, Design, Business/Marketing

New layoffs reach Trion 18
by Kris Ligman [05.17.13]
Trion Worlds has confirmed for Gamasutra that it has laid off yet more of its workforce. Several teams have been dramatically reduced, with Trion's Defiance team said to be "obliterated."
Console/PC, Social/Online, Business/Marketing

Do all games need big audiences? 12
by Gamasutra Community [05.17.13]
"It might be ok for some games to really be for other game makers, or only for literature buffs, and not the general public," writes Adam Saltsman (Hundreds) on the fickle nature of indie curation.
Indie, Business/Marketing

How developers mess up immersion (you might be doing it wrong) 62
by Gamasutra Community [05.17.13]
Adrian Chmielarz (Bulletstorm) takes a tour through Metro: Last Light to expose a common way developers try to foster a sense of immersion -- and why they miss the mark.
Console/PC, Design

Video: Curating the do-it-yourself revolution 2
by GDC Vault Staff [05.17.13]
Developers Terry Cavanagh (Super Hexagon) and Porpentine (Howling Dogs) highlight innovative games from 2012 and call for other developers to join in the curation.
Console/PC, Social/Online, Indie, Art, Design, Video

Get a job: Cryptic Studios seeks multiple programmers  
by Kris Ligman [05.17.13]
"Cryptic Studios is a leading developer of massively multiplayer online role playing games. We are currently looking for full-time Programmers. Multiple positions available!"
Console/PC, Social/Online, Programming, Recruitment