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June 19, 2013





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The creation of Ubisoft Singapore: Building a ship as it sails Exclusive 5
by Brandon Sheffield [06.18.13]
Its first game was Teenage Mutant Ninja Turtles. In a few years, it was building major oceanfaring sequences for Assassin's Creed III.
Console/PC, Production, Business/Marketing, Exclusive

Puzzle design in Valve's Portal 2 alternate reality game 3
by Gamasutra Community [06.18.13]
The man behind the massive viral campaign for Portal 2, which employed a dial-up BBS and hidden messages in indie games, shares the secrets of building a successful alternate reality game.
Console/PC, Indie, Design, Business/Marketing

Why people cheat, and what to do about it 19
by Gamasutra Community [06.18.13]
We all know some players will inevitably cheat, but why? This blog delves into the psychology of cheating and the effect it has -- and some solutions to it.
Social/Online, Smartphone/Tablet, Programming

Bogost: Let's make 'earnest' games, not 'serious games' Exclusive 23
by Leigh Alexander [06.17.13]
Most "serious games" exist for some other purpose than to be played, says scholar and designer Ian Bogost, suggesting at 2013's Games for Change that earnestness, not seriousness, is what's needed.
Console/PC, Social/Online, Serious, Programming, Art, Design, Exclusive

Why Gamasutra is skipping monthly NPD reports 37
by Kris Graft [06.17.13]
Gamasutra will not be reporting on the monthly NPD Group U.S. video game sales releases for the foreseeable future. EIC Kris Graft explains why.
Console/PC, Business/Marketing

'Next-gen' isn't just a new console: Emerging trends from E3 2013 Exclusive 10
by Patrick Miller [06.18.13]
While everyone else was focused on the Microsoft-Sony horse race, editor Patrick Miller was paying attention to the Oculus Rift, eSports, and a collection of creator-driven games as the real next gen.
Console/PC, Indie, Art, Design, Business/Marketing, Exclusive, E3

Hunicke: Small games can make a big impact 4
by Leigh Alexander [06.17.13]
The industry can make small, impactful games -- and nowhere is that more evident to Journey developer Robin Hunicke than on her latest project: Working with kids to make games.
Indie, Production, Business/Marketing

Protecting immersion: 'Whyproofing' your game 8
by Gamasutra Community [06.18.13]
Droqen (IGF nominee Starseed Pilgrim) writes about what really breaks immersion -- bad creative decisions on the part of a game's creator -- and how to use the game's world to "whyproof" it.
Console/PC, Indie, Design

Rendering and simulation in an offroad driving game 3
by Gamasutra Community [06.17.13]
Want to go off-road? This jam-packed tutorial offers C++ code snippets for simulating water, mud, and different lighting conditions in a natural driving environment.
Console/PC, Programming

From the Editor: Leaving E3 with a sense of hope, optimism 21
by Kris Graft [06.17.13]
Gamasutra editor-in-chief Kris Graft isn't as down on this year's E3 as he was last year's. Here are thoughts on cynicism, development talent and letting go.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, E3

How well can a totally obscure indie title do? 19
by Gamasutra Community [06.17.13]
Ever heard of Survivor Squad? The first standalone PC game from a Flash developer has been on sale for a month -- and he shares his stats to help you gauge how well a no-hype indie can do.
Indie, Business/Marketing

XCOM: Enemy Unknown fights 'race to the bottom' pricing on mobile 8
by Mike Rose [06.17.13]
In a bid to fight the monetary race to the bottom on the iOS App Store, 2K and Firaxis Games today announced that the upcoming iOS version of XCOM: Enemy Unknown will cost $19.99.
Smartphone/Tablet, Business/Marketing

Always online consoles: A U.S. Navy soldier's perspective 74
by Gamasutra Community [06.13.13]
A U.S. serviceman explains why the always-on requirement of the Xbox One has forced him to reconsider his Microsoft loyalties -- and asks that developers not implement always-on DRM on PS4.
Console/PC, Business/Marketing

Don't let bad lip synch break the spell 12
by Gamasutra Community [06.17.13]
Even the biggest-budget title can have the drama sucked out of it by bad lip synch, argues indie developer Ben Serviss -- who suggests some clever workarounds culled from games of the past.
Console/PC, Programming, Art

Hitman developer lays off half its staff 12
by Kris Ligman [06.17.13]
Copenhagen-based Hitman: Absolution developer IO Interactive has laid off half of its work force and canceled non-Hitman projects, in order to consolidate resources on the franchise.
Console/PC, Production, Business/Marketing, Recruitment

Video: Building more realistic team AI  
by GDC Vault Staff [06.17.13]
Clark Gibson and John O'Brien of Red Storm Entertainment (Rogue Spear, Shadow Watch) discuss improving AI, with a focus on designing, organizing, and implementing team AI in this free GDC video.
Console/PC, Social/Online, Programming, Design, Video

CD Projekt RED confirms new studio opening in Krakow 3
by Kris Ligman [06.17.13]
The Witcher developer CD Projekt RED is expanding to a second studio in Krakow, Poland, managing director Adam Badowski confirms.
Console/PC, Business/Marketing, Recruitment

Nintendo: Quality games will move the needle for us Exclusive 27
by Christian Nutt [06.14.13]
The Wii U will jump up in 2013 thanks to its big upcoming lineup, says Nintendo's Charlie Scibetta, who says the fact that the company is run by developers and has its own platforms is its strength.
Console/PC, Business/Marketing, Exclusive, E3

Blog: The myth of great openings, or the opening of The Last of Us 32
by Gamasutra Community [06.14.13]
Adrian Chmielarz (Bulletstorm) examines the opening of Naughty Dog's latest magnum opus, discussing why a perfectly-executed opening can actually be detrimental to satisfaction.
Console/PC, Design

Blog: How big is the real-money gambling market? 3
by Gamasutra Community [06.17.13]
For developers considering jumping in when the U.S. lets the doors open, this post from Betable's William Chambers offers hard data on how big it could potentially be for game developers.
Social/Online, Smartphone/Tablet, Indie, Business/Marketing