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November 20, 2018
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Features » Design
The Origins of Night Trap: An Excerpt from Generation Xbox 10
by Jamie Russell [04.24.12]
How did the controversial full motion video game get made in the first place? Years before the Sega CD system it became synonymous with was released, a group of developers tried to change video games into something new.
Business/Marketing, Design

Postmortem: HandCircus' Okabu 3
by Simon Oliver [04.20.12]
What happens when a developer that was born in the iOS space transitions to making games for consoles? In this postmortem, Simon Oliver, founder of HandCircus (Rolando series) shares the experience of moving to PlayStation 3 development with Okabu.
Business/Marketing, Design, Postmortem, Art

Five Ways Games Appeal to Players 19
by Jason Tocci [04.19.12]
Why do games appeal to gamers? Is there another way to look at the issue than as a taxonomy of player types? In this article, researcher and writer Jason Tocci investigates and categorizes different types of game appeal.
Design

How Does In-Game Audio Affect Players? 15
by Raymond Usher [04.18.12]
What effect does in-game audio have on players? Audio expert Raymond Usher (Grand Theft Auto: Vice City, Crackdown) shares the results of a study in which players were monitored while playing three games -- Osmos, FlatOut, and Amnesia -- with audio and without.
Audio, Design

Following Your Instincts: Developing Darksiders II 4
by Christian Nutt [04.16.12]
How do you keep morale up? How do you ensure that you cut the right things? And when is feature creep a good thing? In this interview, Vigil Games general manager David Adams and creative director Joe Madureira discuss building Darksiders II.
Design, Production, Interview

The Structure of Fun: Learning from Super Mario 3D Land's Director 9
by Christian Nutt [04.13.12]
How does Nintendo do it? In this extensive interview, Super Mario 3D Land director Koichi Hayashida discusses his career, the lessons he learned from Shigeru Miyamoto, and how he formulated his own philosophy for game design.
Design, Interview

The Origins of Fun 23
by Christian Philippe Guay [04.12.12]
Gameloft technical designer Christian Philippe Guay looks inside to answer fundamental questions about what is fun, and offers up his own unified philosophy, in which all layers of a game work in concert to produce a fun experience -- but if one is out of alignment, the experience suffers.
Design

Gamification Dynamics: Flow and Art 10
by Tony Ventrice [04.10.12]
In the final installment of his series on Gamification Dynamics, Badgeville's Tony Ventrice puts the concept of flow under the microscope as well as examining what aspects of art appreciation translate well to games.
Design

Intuition, Expectations and Culture: Learning from Psychology to Build Better Game Interfaces 15
by Ara Shirinian [04.04.12]
In this Game Developer Magazine reprint, designer Ara Shirinian discusses affordances -- how interfaces suggest what they let people accomplish versus what they actually let people accomplish -- and how that affects game players.
Design

A Line in the Sand: The Spec Ops Interview  
by Brandon Sheffield [04.02.12]
Lead designer Cory Davis takes Gamasutra on a ride through the design decisions behind Spec Ops: The Line, explaining how he hopes to bring a new aesthetic and storytelling heft to the military shooter genre.
Design, Interview