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August 6, 2013





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Updates » Design
This Week in Video Game Criticism: From nostalgia to jiggle physics  
by Cameron Kunzelman [08.05.13]
This week, our partnership with game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics including the "death" of Final Fantasy and solving problems the Nintendo way.
Console/PC, Design

Developers cloning game ideas? Blame it on communication 12
by Gamasutra Community [08.05.13]
Longtime Epic Games dev-turned-indie Lee Perry argues that one reason we see so many ideas repeated from game to game is that communicating truly original ideas to a team is just too tough.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

A game industry veteran's five-year journey through the indie wilds 5
by Gamasutra Community [08.05.13]
San Francisco Rush, City of Heroes... with a background like that, Cameron Petty should have found it easy to ship his first indie game, right? Wrong. He tells his five-year tale.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Sponsored: Respecting and developing your game's characters  
by Staff [08.05.13]
We need to respect game characters as much as we respect collision detection, says game designer and academic Lee Sheldon in his book, Character Development And Storytelling For Games.
Design, Sponsored Article

How indie puzzler Perfection. implements design in code 2
by Gamasutra Community [08.05.13]
You can make a puzzle game with infinite levels -- if you make them in code. This blog post explains how Perfection.'s system works to create new, viable levels.
Smartphone/Tablet, Indie, Programming, Design

With EverQuest Next Landmark, SOE goes all-in on user-gen content 8
by Kris Graft [08.02.13]
Sony Online Entertainment pulled the veil back on the previously-announced MMO EverQuest Next, and also made a surprise game announcement.
Social/Online, Design, Business/Marketing, Video

Why smaller devs can win in the mobile game landscape 12
by Gamasutra Community [08.02.13]
30+ year industry veteran Chris Gray (Boulder Dash, EA) explains why small, independent developers like Imangi (Temple Run) will continue to make the big hits on mobile.
Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: Is Tiny Tower a game? 41
by Gamasutra Community [08.02.13]
After hearing good things about it, Jennifer Canada installed Tiny Tower and played it -- for 35 hours. It's left her wondering: From a design perspective, was she even playing a game at all?
Smartphone/Tablet, Design

'A shooter like Bejeweled Blitz': The Drowning's unusual mandate Exclusive 1
by Leigh Alexander [08.01.13]
DeNA's always-outspoken Ben Cousins talks about The Drowning, Scattered Entertainment's attempt to address the evolving mobile space.
Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive

Blog: More thoughts on games as hobbies  
by Gamasutra Community [08.01.13]
Following on from Dan Cook's thought-provoking post, free-to-play developer Robert Green ponders what it would take to change his mindset to develop a game-as-hobby.
Console/PC, Smartphone/Tablet, Indie, Design

Testing the limits of SimCity's traffic simulation 2
by Mike Rose [08.01.13]
Gamasutra editor Mike Rose puts SimCity's simulation engine to the test at the request of a mayor near Stonehenge -- but he finds out that the game can only be taken so far.
Console/PC, Design

Warface, ibb & obb, mobile analytics talks added to GDC Europe  
by Staff [08.01.13]
Extensive overviews of ibb & obb (pictured), and Crytek's free-to-play FPS Warface join Flurry's mobile analytics lecture in August's GDC Europe 2013 event in Germany.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Audio, Design, Production, Business/Marketing

This Week in Video Game Criticism: From Castle Doctrine to Saints Row  
by Eric Swain [07.31.13]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics including The Castle Doctrine and the "self-sabotage" of Saints Row the Third.
Console/PC, Indie, Design

Mark of the Ninja creators tackle the challenge of procedural design Exclusive 2
by Leigh Alexander [07.31.13]
Klei Entertainment's James Lantz and Jason Dreger talk discovering the shape of Incognita, their intriguing procedurally-generated stealth tactics game.
Indie, Programming, Design, Exclusive

Blog: How analytics and user testing led to iOS success  
by Gamasutra Community [07.31.13]
Mini Golf MatchUp hit #1 in 28 countries -- far beyond the expectations of its dev team. One of the dev's co-founders explains how a focus on analytics and feedback boosted the game's success.
Smartphone/Tablet, Design, Production, Business/Marketing

eSports, 'next gaming decade,' and China talks added to GDC Next  
by Staff [07.31.13]
GDC Next organizers have announced talks by veteran Starr Long on 'Nine Trends For The Next Decade Of Video Games', ESL organizers on the eSports ecosystem, and Niko Partners's market research on China and Southeast Asia.
Crowdfunding, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Knowing when to shut down your free-to-play game 4
by Gamasutra Community [07.31.13]
How do you know when to call it quits on your game-as-a-service offering? It's not easy, but it's a decision you'll have to make. Dragon Age Legends dev Ethan Levy explains.
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Blog: Giving up control - making player failure part of the design 9
by Gamasutra Community [07.31.13]
With a few notable exceptions, most games require mastery and control over the situation for the player to progress. Are we missing out on a wide open design space because of this?
Console/PC, Indie, Design

Zelnick bullish on AAA iPad games after XCOM success 11
by Kris Graft [07.30.13]
As part of Take-Two's financial results today, company head Strauss Zelnick revealed that Firaxis' strategy title XCOM: Enemy Unknown was in the top 10-grossing iPad apps within the first week of release - a big success for the company.
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Quick-hit alpha funding advice from DayZ, Project Zomboid devs Exclusive  
by Staff [07.30.13]
Have you considered going the alpha funding route and selling your game before its official launch? Read some quick tips from the creators of DayZ and Project Zomboid.
Alternative Funding, Design, Business/Marketing, Exclusive