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October 26, 2016
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Blizzard hypes a new Hearthstone expansion with a Facebook chatbot  
by Bryant Francis [10.25.16]
In a fun little twist, Blizzard is letting some Hearthstone card art slip out by way of a Facebook chatbot that brings players into a small dialogue sequence.
Console/PC, Design

What Kojima and other devs had to say about game design in 1996  
by Alissa McAloon [10.25.16]
The minds behind games like Dragon Warrior, Metal Gear Solid, and Pokemon discuss their thoughts on game design and the importance of graphics, gameplay, and theme in the process.
Console/PC, Design

Blog: Thoughts on fighting game difficulty and accessibility  
by Gamasutra Community [10.25.16]
Lately, there's been discussion about modern fighting games and their efforts to attract more casual players. I think there are many barriers that prevent this, but should they be eliminated entirely?

Blog: 8 questions that improve your game's narrative  
by Gamasutra Community [10.25.16]
Guild Wars 2 narrative designer Angel McCoy serves up eight useful storytelling tips.

7 classic arcade games that can still teach developers lessons today  
by Stefanie Fogel [10.25.16]
These classic arcade games have tight controls, layered mechanics that are easy to grasp but difficult to master, inspired uses of music, creative powerups, and efficient storytelling.
Console/PC, Art, Design

Developing the crazy combat of Warcube 2
by Lena LeRay [10.24.16]
Warcube is a physics-based action adventure game with a penchant for silliness. But the combat is no joke: Once an attack is made, everything slows down to allow the player to pull off crazy combos.
Console/PC, Indie, Design, Video

Don't miss: Want to write a better game? Try watching some TV 8
by Staff [10.24.16]
What can TV shows teach game developers about crafting characters, plot, and gameplay? Quantum Break and Alan Wake writer Sam Lake talks about how watching TV can inspire better video games.
Console/PC, Design

Making an open-world RPG out of a Rudyard Kipling classic: Kim  
by Alex Wawro [10.24.16]
The Secret Games Company's new game Kim is, like The Witcher 3, an open-world RPG based on a book of the same name. The similarities end there; SGC's Jeremy Hogan explains how (and why) Kim was made.
Indie, Design

Learn to build mixed realities for HoloLens, Tango and beyond at VRDC!  
by Staff [10.24.16]
At VRDC, Rabbx's Aaron Pulkka & Ant Hives Games' Cyrus Lum will share critical lessons learned from creating award-winning mixedreality experiences for Microsoft's HoloLens and Google's Project Tango.
VR, Design

Blog: The problem with morality choices in storytelling 6
by Gamasutra Community [10.24.16]
Today's post looks at why morality choices don't lead to interesting decisions on the player's part, and how there is a better alternative.

Blog: Building an RPG battle system, part 2  
by Gamasutra Community [10.24.16]
"In the second part of the Building an RPG Battle System article I take a look at the second game, Trulon: The Shadow Engine and the lessons learned from its design."

Game studio hits Hasbro with cloning lawsuit 4
by Chris Kerr [10.24.16]
"Peak Games has filed a copyright infringement lawsuit against Hasbro and Backflip Studios for taking Peak’s popular game, Toy Blast, cloning it, and cloaking it under the My Little Pony brand."
Smartphone/Tablet, Design, Business/Marketing

The attempts to bring 'AAA quality' games to mobile - and why they're failing 24
by Gamasutra Community [10.24.16]
After my first post about the tech arms race in the triple-A space, I ponder why the same mindset isn't prevailing in mobile games.
Smartphone/Tablet, Design, Business/Marketing

Video Game Deep Cuts: Mario's Hard Indiepocalypse  
by Gamasutra Staff [10.23.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Mario speedrunning, the state of 'indiepocalypse', & why it's hard to make games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: Sid Meier's psychology of game design  
by Staff [10.21.16]
"Everything you know is wrong."
Console/PC, Design, Video, Vault

Don't miss: 7 horror games (plus some movies) every designer should study 20
by Staff [10.21.16]
Gamasutra speaks to a handful of game developers from across the industry (and the world) to get their recommendations on what horror games designers should play -- and why.
Console/PC, Indie, Design

Blog: A postmortem of '90s dating sim, Phosphorus Dating  
by Gamasutra Community [10.21.16]
A quick postmortem of Phosphorus Dating, an award-winning dating simulation game created for JS13K competition
Console/PC, Programming, Design, Production

NYU Game Center announces scholarship for women pursuing game dev 1
by Alissa McAloon [10.21.16]
The scholarship will cover tuition for three students over the next six years, starting in Fall 2017.
Indie, Programming, Art, Design, Production

Come out to VRDC and get tips on telling great stories in VR  
by Staff [10.21.16]
At the inaugural standalone Virtual Reality Developers Conference this November, Soap Collective's Logan Dwight will be presenting an engaging presentation about VR tale-telling. Don't miss it!
VR, Design

Dont miss: The history of Civilization 1
by Benj Edwards [10.21.16]
"The story of Civ's genesis is neither simple nor straightforward. It's clear that a large confluence of inspirations ultimately combined in Meier's brain to form Civilization."
Console/PC, Programming, Design, Production