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December 5, 2019
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Using Kinect for High Adventure 9
by Nick Adams [03.01.12]
Nick Adams, design manager on Blitz Games Studios' Puss in Boots explains how the game's sword fighting mechanics were made to work for a wide audience, and how conventional controller-style game design rules just don't apply when working for with motion controls.
Design

Sponsored Feature: Canada - Scoring High as a Game Nation 25
by Telefilm Canada [02.29.12]
There’s a maverick movement making its way through Canada’s game development industry and it’s poised to push the world’s third-largest employer of game-building gurus even further onto the playing field, says Telefilm Canada, a federal cultural agency dedicated to developing and promoting the Canadian audiovisual industry.
Business/Marketing, Sponsored Feature

Unity's Future In High-Definition 12
by Christian Nutt [02.29.12]
Unity has become a cornerstone of the indie and smartphone game space, but does the tool set have what it takes to stand up to "triple-A" developers' needs? Gamasutra speaks to Unity Stockholm's Erland Körner and Renaldas Zioma.
Business/Marketing, Programming, Interview, Indie

The Designer's Notebook: How Should We Judge a Game Jam? 6
by Ernest Adams [02.28.12]
Having just judged a Global Game Jam in the Netherlands, columnist Ernest Adams takes a moment to stop, think, and discuss what judges should expect from entrants, giving thought to what aspects of the projects should be judged and how.
Design

Emotional Poems: Mizuguchi's Expanding Future 3
by Christian Nutt [02.27.12]
The man behind Rez, Child of Eden, and Lumines discusses his picture of the future of games and human perception, and how the concept of synesthesia plays into that -- along with Lumines Electronic Symphony producer James Mielke.
Business/Marketing, Design, Interview

Hanging in Limbo 10
by Christian Nutt [02.24.12]
Playdead burst onto the gaming scene with Limbo, which became one of the defining games of first Xbox Live Arcade and then the current indie movement -- how, and what's next? Arnt Jensen and Dino Patti speak.
Business/Marketing, Design, Interview

Selecting Save on the Games We Make, Part 1 6
by John Andersen [02.23.12]
What happens to games after they're released into the wild? What about the documents, source code, and other materials? In this follow-up to his Where Games Go to Sleep series, John Andersen speaks to more developers and archivists about preservation.
Business/Marketing

Postmortem: Days of Wonder's Ticket to Ride Pocket 2
by Gerald Guyomard, Yann Corno [02.22.12]
The developers of Ticket to Ride take a look at the complexities that drive the development of an iPhone title -- even one that's based on both an existing board game and successful iPad app can encounter a lot of difficulties in planning and implementation.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

The Vita Interview 19
by Christian Nutt [02.21.12]
Today, Sony launches its latest portable console in North America and Europe, but has the company learned its lessons from the PSP and does it have what it takes to compete with Apple? Gamasutra speaks to Scott Rohde, Sony's senior vice president of Worldwide Studios, to find out.
Business/Marketing

Gamification Dynamics: Identity and Story 7
by Tony Ventrice [02.20.12]
What dynamics of games can be used in gamification, and how can they be used? Badgeville's Tony Ventrice has identified several, and in this latest installment of his series, explores how identity and story function in games.
Design, Social/Online