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Three steps for creating a culture of iterative development 6
by Gamasutra Community [10.10.13]
Iterative practices only work if they're part of the studio's culture. After designing Indiana Jones Adventure World for Zynga, Seth Sivak has his own studio that's implementing this culture of iteration.
Design, Console/PC, Indie, Smartphone/Tablet

Final GDC Next 10 talks announced: SWERY's D4, Storyteller  
by Staff [10.10.13]
GDC organizers have announced the final two additions to the GDC Next 10 talk series: Daniel Benmergui will speak about Storyteller, and Hidetaka "SWERY" Suehiro will speak about Access Games's D4.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Latest Unity update adds controller support for iOS 7  
by Kris Graft [10.14.13]
One of the most popular engines for making video games is now aligned with Apple's initiative to standardize physical game controllers for devices including iPad and iPhone.
Smartphone/Tablet, Programming

Blog: Why your mobile game failed - Complexity kills 2
by Gamasutra Community [10.14.13]
This analysis of the top-performing, most-popular mobile games suggests that, from Temple Run to Rage of Bahamut, the most mainstream players are looking for simple fun.
Design, Smartphone/Tablet

ADC Best in Apps free contest deadline is Oct 15  
by Staff [10.14.13]
Developers have until October 15 to submit their app for free to be considered for the ADC Best in Apps contest. Each app submitted will receive a free ADC Expo Pass promo code.
Audio, Business/Marketing, Design, Programming, Production, Art, Social/Online, Smartphone/Tablet

Say hello to the Unu, the latest Android-based microconsole 9
by Kris Ligman [10.11.13]
Developed by peripherals manufacturer Snakebyte, the Unu is the latest Android-based microconsole with Google Play store integration vying for space beneath the family television this holiday season.
Business/Marketing, Smartphone/Tablet, Microconsole

Blog: How a fictional magic system can inspire game design 26
by Gamasutra Community [10.11.13]
Many different fantasy authors have explored different systems of magic -- but fantasy games tend to generally stick to the basics. Rob Lockhart shares some great examples of fictional systems.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Blog: From game jam to release in one month 3
by Gamasutra Community [10.11.13]
Sergey Lalov shares 7 tips to take your game from concept to release in one month -- as he did with his recent game jam entry-turned-smartphone release, Laser Flow.
Design, Programming, Production, Indie, Smartphone/Tablet


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

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

Designing local multiplayer games for microconsoles  
by Leigh Alexander [08.30.13]
Gamasutra talks to developers who've brought games to Ouya and other venues about designing for a communal, local multiplayer experience, with particular attention to the microconsole space.
Design, Smartphone/Tablet, Microconsole

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

Tales of porting games to microconsoles  
by Mike Rose [08.27.13]
If you are trying to make a decision regarding whether or not it's worth putting in the effort to port your games, make sure to give these stories a read, as they may well hold the key to how your porting job would progress.
Smartphone/Tablet, Microconsole


Breaking the Mold: Designing a kung-fu game that's not about fighting - Part 4  
by Drew Parker [10.15.13]
This is part four of a series in which I'll blog about the Making of Shuyan the Kung Fu Princes - Designing a kung-fu game that's not about fighting.
Design, Production, Smartphone/Tablet

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

Watch Me Squirm as I Wrestle with Free-to-play 1
by Edward Brown [10.13.13]
Trying to decide on a monetization scheme for my iOS game was agonizing. I picked one, eventually.
Business/Marketing, Indie, Smartphone/Tablet

Postmortem: The Blockheads  
by David Frampton [10.12.13]
Made by one guy, The Blockheads is a labor of love with millions of downloads and a passionate fan base. This postmortem reveals how it came to life, along with sharing important lessons learned along the way.
Business/Marketing, Design, Programming, Production, Art, Indie, Smartphone/Tablet