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Analysis: Broken immersion in Beyond: Two Souls 19
by Gamasutra Community [10.15.13]
Quantic Dream's latest game once again has a strong emphasis on storytelling, but experienced game designer Adrian Chmielarz argues how the game lacks what he calls "player-protagonist sync."
Design, Console/PC

SoftBank, GungHo purchase majority stake in Supercell for $1.5B  
by Mike Rose [10.15.13]
Mobile game giants Supercell and GungHo Online Entertainment teamed up earlier this year with large-scale cross-promotions in their games. GungGo parent Softbank has now purchased a 51 percent stake in Supercell.
Business/Marketing, Console/PC

Blog: Tweaking 2D character movement in Unity 5
by Gamasutra Community [10.14.13]
Getting a character to move like you want is the core of developing a platformer. This post contains code samples and discussion around 2D character movement in Unity.
Programming, Console/PC, Indie

Video: Breaking down the 'keep your politics out of my games' mentality  
by Mike Rose [10.15.13]
This video from Errant Signal breaks down the "keep your politics out of my games" mentality of some players in a well-organized, easy-to-digest manner, and is well worth watching.
Business/Marketing, Console/PC, Video

Opinion: What's missing from game development educational programs 13
by Gamasutra Community [10.14.13]
Vlambeer's Rami Ismail discusses the shortcomings of the ways that game development is taught in schools -- arguing that there is one crucial element lacking.
Design, Console/PC, Indie

Video: Watch Valve's Steam Controller in action 45
by Kris Ligman [10.11.13]
In this newly released video from Valve, we see the recently announced Steam Controller put through its paces. Here, a prototype controller plays through Valve's own Portal 2 and other titles.
Business/Marketing, Console/PC, Video

Bot Colony: The AI sim that's 11 years in the making Exclusive 9
by Mike Rose [10.11.13]
Just over a decade ago, Eugene Joseph had a vision. The North Side CEO wanted to see a simulation with AI so clever and in-depth, that it would be able to fully understand spoken English, and respond intelligently.
Business/Marketing, Design, Production, Console/PC, Exclusive

Video: 3 pillars for making EVE Online a compelling sandbox 1
by Staff [10.11.13]
"Trying to be the next World of Warcraft doesn't work," CCP's Matthew Woodward said, "Content is expensive." Here's how CCP gets players to keep coming back to EVE Online's virtual sandbox.
Design, Production, Console/PC, Social/Online, Video


Chris Roberts on Star Citizen Crowdfunding Success, and Why He Doesn't Want a Publisher 36
by Christian Nutt [09.26.13]
Chris Roberts has an atypically successful crowdfunding story -- but then again, as the creator of Wing Commander, he has an atypically successful career. With 20 million dollars in Star Citizen funding, he has insights to share.
Business/Marketing, Production, Interview, Console/PC, Crowdfunding, Alternative Funding, Digital Publishing

A New Pokémon for a New Era 8
by Christian Nutt [09.19.13]
Pokémon X and Y launches next month, and Gamasutra speaks to director Junichi Masuda about the encroachment of smartphones, changing player habits, and staying inspired 18 years on.
Design, Interview, Console/PC, Smartphone/Tablet

Puppeteer: A macabre fairy tale game made 'the Japanese way' 9
by Christian Nutt [09.10.13]
British ex-pat and 10-year Sony Japan Studio studio veteran Gavin Moore, director of Puppeteer, discusses why Japanese developers deserve respect, and how console games are turning off audiences and creators both.
Design, Console/PC

A Conversation with Oculus VR Founder Palmer Luckey 9
by Christian Nutt [09.03.13]
Following from his GDC Europe talk, Palmer Luckey explains what it takes to make a game look and feel right in VR -- and explains that he has some tricks up his sleeve to make sure his headset beats any potential competition.
Business/Marketing, Console/PC, Smartphone/Tablet

Developers Speak Out: Why Microconsoles? 6
by Christian Nutt [08.28.13]
What do developers think of microconsoles -- are they worth making games for? Do they have a future? Gamasutra speaks to Double Fine, Housemarque, Mojang, Tale of Tales and others to find out.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, Microconsole


Whilst Innovation may not be Dead, where is the Courage in the Games Industry?  
by Andrzej Marczewski [10.15.13]
Innovation is not dead in the games industry, but it is buried pretty deep and just longing to get out.
Production, Console/PC, Indie

The Rational Design Handbook: Four Primary Metrics  
by Luke McMillan [10.14.13]
Some of the biggest game developers use a form of rational metrics to help mitigate risk. This article is the second in a series which examines one particular implementation of Rational Design / Rational Level Design.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

3 Things Game Designers Can Learn From GTA V  
by Angela Freeman [10.14.13]
Rockstar North's latest iteration of the Grand Theft Auto franchise has already been almost universally hailed as the "greatest video game of all time" by numerous gaming sites and publications. . It's the culmination of nearly five years' worth of design
Console/PC

How to Break Immersion, Or The Opening of Beyond: Two Souls 19
by Adrian Chmielarz [10.14.13]
What is Player-Protagonist Sync and why it is hard to immerse yourself in the world of Beyond: Two Souls.
Design, Console/PC

A Better Simulation Game Experience With Joystick  
by John Koopez [10.14.13]
Simulation comes from the similis word and means that make the similar (a copy) of something. In our day it is used with it’s techinal and non technical meanings and it can be easily understood that which meaning is used in.
Production, Console/PC, Social/Online