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June 6, 2013





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Updates » Design
New Diablo III game director vows to address economy problems  
by Kris Ligman [06.06.13]
Blizzards' Josh Mosqueira will be stepping up as the new game director for Diablo III, announcing intentions to reduce the centrality of the game's Auction House.
Console/PC, Social/Online, Design, Production, Business/Marketing

The art of balancing tower defense games 1
by Gamasutra Community [06.06.13]
Tower defense is a popular genre for indie and mobile games -- and Goal Defense's developer shares the secrets -- and the math -- behind the balance in the popular smartphone game.
Smartphone/Tablet, Indie, Programming, Design

Keeping the simulation dream alive 13
by Gamasutra Community [06.06.13]
BioShock Infinite designer Tynan Sylvester examines why complex simulations often fail to impact players -- and how using tricks of the human psyche, you can design ones that will.
Console/PC, Indie, Programming, Design

A 15-year-old critique of the game industry that's still relevant today GDMag Exclusive 24
by J.C. Herz [06.05.13]
"The game business has succumbed to High Concept Disease," writes J.C. Herz, in this column reprinted from a February 1998 issue of Game Developer magazine.
Console/PC, GD Mag, Design, Production, Business/Marketing, GD Mag Exclusive

Video: 10 bite-size talks on progressive game design  
by GDC Vault Staff [06.05.13]
Some of the most interesting people in game development present "progressive, philosophical, future-looking game design inspiration."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video

Get a job: Treyarch is looking for user experience designers  
by Kris Ligman [06.05.13]
"Treyarch is looking for a passionate and talented user experience designer to build compelling and accessible interfaces for our games."
Console/PC, Design, Business/Marketing, Recruitment

Player vs. character: When you play a game, who are you? 17
by Gamasutra Community [06.05.13]
"When you play a game, who are you?" asks Droqen, creator of IGF finalist Starseed Pilgrim -- and in this post, he explores different approaches to the tension between player and character.
Console/PC, Indie, Design

Beyond 'puzzles': Designing cinematic interactions in Deadlight Exclusive 7
by Staff [06.05.13]
Deadlight's puzzle system just wasn't working, writes designer Lucas González -- until the team dropped the constraints of the "puzzle" for something simpler yet more satisfying to players.
Console/PC, Indie, Design, Exclusive

GDC Europe 2013 adds Sony Online community, Ages of Empire Online F2P talks  
by GDC Staff [06.04.13]
New GDCE 2013 talks include SOE on engaging with its MMO community over 15 years, the fall and rise of Ages of Empire Online's free-to-play model, and Applifier on the virality of top mobile games.
Console/PC, Social/Online, Design, Production, Business/Marketing

A heartfelt 'thank you' from Game Developer magazine's editor-in-chief GDMag Exclusive 2
by Patrick Miller [06.04.13]
Game Developer magazine editor Patrick Miller delivers his personal salute to all those who contributed to the publication's 19 year legacy.
Console/PC, GD Mag, Design, GD Mag Exclusive

Get a job: Blizzard is looking for WoW texture artists  
by Kris Ligman [06.04.13]
"Blizzard Entertainment is looking for an exceptionally skilled texture / concept artist to work on award winning World of Warcraft."
Console/PC, Social/Online, Art, Design, Business/Marketing, Recruitment

UK's GameCity on a mission to show the interesting side of games Exclusive  
by Leigh Alexander [06.04.13]
With so many events and awards catering to enthusiast niches, how do you build a games event for all? GameCity has some cool ideas this year, with all-star talent on board.
Console/PC, Indie, Programming, Art, Design, Business/Marketing, Exclusive

Building an open-source economics engine 20
by Gamasutra Community [06.04.13]
Lars Doucet has examined how commerce works and built an open-source engine to power economics. In this post, he explains how and why -- and invites you to take his work and run with it.
Indie, Programming, Design

Re-envisioning the JRPG genre for touch screens  
by Gamasutra Community [06.04.13]
How does a team of indies figure out how to remake the Japanese console RPG from the ground up for smartphones -- while keeping what they love best about the genre? Read on.
Smartphone/Tablet, Indie, Design

This Week in Video Game Criticism: From Man Caves to Tropes vs Women 1
by Kris Ligman [06.03.13]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics from "Man Caves" to Tropes vs Women.
Console/PC, Indie, Design, Business/Marketing

Humor: When your game's launch isn't as smooth as you'd like GDMag Exclusive 7
by Matthew Wasteland & Magnus Underland [06.03.13]
In this reprint from the May 2013 issue of Game Developer magazine, developers release a new online game into the wild -- and descend into revision note hell.
GD Mag, Programming, Design, Production, GD Mag Exclusive

Even in 1997, Sid Meier recognized the value of small teams GDMag Exclusive 2
by Sid Meier [06.03.13]
In this reprint from the April 1997 issue of GD Mag, Civilization designer Sid Meier cuts through the hype of technical innovation to get at what players really enjoy.
GD Mag, Design, Production, Business/Marketing, GD Mag Exclusive

Wargaming kicks 'pay-to-win' monetization to the curb Exclusive 47
by Kris Graft [06.03.13]
One of the most successful free-to-play online game companies on the planet has announced a sweeping change in the way it monetizes all of its games.
Console/PC, Social/Online, Design, Business/Marketing, Exclusive

'There is a mindset within the tech business which is 'rinse and repeat.'' 1
by Kris Ligman [06.03.13]
Linden Lab CEO speaks regarding Second Life's 10th anniversary, and having "another opportunity to position Second Life correctly" within a triple-A market.
Console/PC, Social/Online, Programming, Design, Production, Business/Marketing, Video

Video: Selling to both the 'bro gamers' and the 'connoisseurs' 1
by GDC Vault Staff [06.03.13]
Two GDC 2013 presenters use applied psychological case studies to explain how developers can capture two different consumer segments.
Console/PC, Social/Online, Design, Production, Business/Marketing, Video