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Updates » Design
Blog: What is the purpose of game development? 10
by Gamasutra Community [02.27.15]
"'What is the purpose of game development?' I will take a leap beyond game development and quote Alejandro Jodorowsky: 'What is the goal of life? It's to create yourself a soul.'"
Console/PC, Smartphone/Tablet, Indie, Design

Renegade kid's Jools Watsham (Xeodrifter) on the Metroidvania  
by Christian Nutt [02.27.15]
What's the appeal of the genre? Read here the expanded full-length interview with Renegade Kid's Jools Watsham -- find out everything he had to say about why the Metroidvania matters.
Console/PC, Indie, Design

Get a job: Nix Hydra is hiring Game Designers  
by Staff [02.27.15]
The team that built Egg Baby is looking to hire on novice and experienced designers to work on developing games in Nix Hydra's Los Angeles, CA studio.
Smartphone/Tablet, Design, Recruitment

GDC 2015 coverage begins!  
by Staff [02.27.15]
Click this link to be magically transported to the central location for Gamasutra's GDC coverage -- which is already full of good stuff, and which will be live from the show in San Francisco starting Monday.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video: Molyneux reflects on indie dev and the rebirth of design  
by Staff [02.27.15]
At GDC 2014, 22cans founder and industry veteran Peter Molyneux talks through what he learned as a developer who "grew up indie" and worked in AAA before going indie again with 22cans.
Console/PC, Indie, Design, Video, Vault

5 essential playability-focused activities every game should budget for  
by Gamasutra Community [02.27.15]
"Here are five practical tasks that every studio -- large or small -- should be including in their game development cycle in order to improve their player experience right from the start of the project."
Console/PC, Smartphone/Tablet, Indie, Design, Production

Mobile struggles and lessons: An Atoms iOS postmortem 3
by Gamasutra Community [02.27.15]
"I never expected to get rich, but bringing in a few hundred or a thousand pounds didn't seem unrealistic. Maybe, if I'd charged 1.99 up front, or had the right marketing...? Maybe I'm just a naive fool though."
Smartphone/Tablet, Design, Production, Business/Marketing

Don't miss these standout talks during the eight GDC 2015 Summits  
by Staff [02.27.15]
As everyone prepares for the big show next week, GDC 2015 officials take a moment to highlight some of the most interesting can't-miss Summit sessions at this year's conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Design, Production, Business/Marketing, GDC

Prototyping modes for a competitive typing game 2
by Gamasutra Community [02.27.15]
"I was imagining a competitive typing game where you would face off against a friend, typing as fast as you can with words / attacks flying in both directions. I thought it to would be very interesting."
Console/PC, Indie, Design

Red vs. Blue: Which team should you choose? 4
by Gamasutra Community [02.27.15]
"The rules of the Olympics stipulate that one competitor is randomly assigned a blue outfit while the other gets red. The researchers found that those wearing red uniforms won a statistically significantly larger portion of their matches."
Console/PC, Design

Darkest Dungeon, and encouraging the player to have a deep bench 6
by Gamasutra Community [02.26.15]
"What makes this system so great isn't that it makes things harder, it is that it creates more choices with unclear answers: Questions that are interesting and meaningful to the people in the game world."
Console/PC, Indie, Design

The criteria I used to evaluate arcade games at Nintendo: Still relevant 2
by Gamasutra Community [02.26.15]
"Perform your own game analysis. Analyze your own game against similar games today and yesteryear. How do they measure up? Define your own key metrics and the criteria you deem necessary for a successful game."
Console/PC, Smartphone/Tablet, Indie, Design

Making shooter gameplay more engaging with animated cover 14
by Gamasutra Community [02.26.15]
An in-depth analysis of an experiment in using different types of animated -- that is, moving -- cover in shooters. "Can we make the most efficient gameplay also the most engaging gameplay?"
Console/PC, Indie, Design

Make room in your GDC 2015 schedule for these standout talks  
by Staff [02.26.15]
As everyone finalizes their GDC 2015 conference schedules, we'd like to take a moment to highlight some standout sessions that you should keep on your radar.
Console/PC, Art, Design, Production, GDC

What to watch out for in AB testing  
by Gamasutra Community [02.26.15]
Wisdom earned from six years running an analytics company: "Here are some lessons learned from designing these A-B tests and interpreting the results."
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Level Design In a Day: An expert roundtable Q&A 3
by Joel Burgess [02.26.15]
Level designers behind games such as Gone Home and Sunset Overdrive, and from studios such as Bethesda, Campo Santo, and Blendo Games answer questions about the craft of their discipline.
Design

Don't Miss: Treating 'Old Grumpy Designer' Syndrome 26
by Alexandre Mandryka [02.25.15]
In this classic feature, design consultant Alexandre Mandryka examines what happens when game designers have no clear career path, and there's no culture in the studio that helps nurture them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

These are your GDC 2015 Game Narrative poster session winners  
by Staff [02.25.15]
Organizers of GDC and the Game Narrative Summit are happy to announce the 2015 Student Narrative Analysis Competition winners, who all receive passes to this year's March conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC

Learn how roguelike design can level up your game at GDC 2015 1
by Staff [02.25.15]
At GDC 2015 next week, Riot Games VP of Game Design Tom Caldwell will break down what the League of Legends company has learned about roguelike appeal in its game design R&D work.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Road to the IGF: State of Play's Lumino City  
by Phill Cameron [02.25.15]
Gamasutra talks to developer State of Play about its game Lumino City, as part of our Road to the IGF series.
Console/PC, Indie, Art, Design, IGF