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September 20, 2018
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Features » Design
Big Ideas: Video Games According to David Cage 19
by Christian Nutt [08.27.12]
The outspoken director of Heavy Rain and Beyond: Two Souls talks to Gamasutra about his start in the industry, what he's learned as he worked and spoken to fellow creators, and why the industry needs to -- but has not -- grown up.
Design, Interview

Effective Co-Op Design 12
by Tim Keenan [08.24.12]
What does it take to really implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue -- discussing the challenges and triumphs of building in the mode for his indie game.
Design, Indie

The Designer's Notebook: Machinations, A New Way to Design Game Mechanics 30
by Ernest Adams, Joris Dormans [08.16.12]
Looking for a tool to design game mechanics without plugging them into a game? Ernest Adams collaborates with Joris Dormans to bring Machinations, a system for modeling gameplay that Adams says "will revolutionize the way we develop, and teach, game mechanics."
Design

The Fundamental Pillars of a Combat System 26
by Sbastien Lambottin [08.15.12]
Senior designer on the Assassin's Creed team Sbastien Lambottin takes a look at how combat systems should be designed -- taking in everything from the Mario series to Call of Duty.
Design

Trusting Your Gut: The Story of a Successful Side Project 9
by Array [08.08.12]
Experienced mobile developer Jeremy Alessi writes about how a simple side project turned into a surprisingly successful app -- covering both the original idea, the technical implementation, and business model.
Business/Marketing, Design, Smartphone/Tablet

Comics vs. Games: Thinking Outside the Panel 12
by Tim Latshaw [08.03.12]
What happens when comic artists and indie developers team up to create brand new games? In this look at a Toronto-based Comics vs. Games project, Gamasutra speaks to both sides to find out the results of the collaboration.
Design, Art, Indie

Making Music: Pugs Luv Beats' Theory and Fun 3
by Yann Seznec [08.01.12]
A developer of the IGF-nominated game Pugs Luv Beats explains how music technology and theory was married to cute and colorful gameplay to create a surprising blend of avant-garde musicianship and accessible fun.
Audio, Design

The Value of Repetition 10
by Array [07.31.12]
"Repetition" is usually a bad word -- and in games, often associated with grinding. Can it be the path to unlocking something more rewarding for players when properly utilized? Designer Ara Shirinian considers.
Design

Lumines Electronic Symphony: The Untold Story 4
by James Mielke [07.30.12]
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including never-before-seen in-progress screens and video.
Design, Postmortem, Production, Art

The More You Know: Making Decisions Interesting in Games 29
by Jon Shafer [07.27.12]
Stardock's Jon Shafer, who previously led development of Civilization V at Firaxis, explains how it's possible to create a game full of "very interesting and very difficult decisions."
Design