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August 18, 2017
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Updates » Design
Blog: Making a game maker - Hatching Chicken Wiggle
by Gamasutra Community [08.17.17]
Here's how I make my very own game maker Chicken Wiggle, which feature the irresistible cuteness and absurdity of a Chicken and Worm combo.
Programming, Design, Production

Don't Miss: StarCraft Remastered dev analyzes the enduring appeal of StarCraft 3
by Staff [08.17.17]
Nearly 2 decades after Blizzard released StarCraft, the game is still being played at a pro level. Why? StarCraft Remastered lead Pete Stilwell shares his thoughts on what makes an RTS game great.
Console/PC, Social/Online, Design

PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!  
by Staff [08.17.17]
Hey devs: the call for submissions to present lectures, panels, roundtables, & posters at GDC 2018 next March closes today, Thursday, August 17 at 11:59 PM PT!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Why do people play games for years?  
by Gamasutra Community [08.17.17]
This post highlights some game systems in Kongregate's mobile publishing portfolio that successfully drive long-term player retention.
Design

Blog: Journey across the mainstream - Games for my father 1
by Gamasutra Community [08.17.17]
My father enjoys classical music, stage-theater, and HBO. Here's how I got him into video games.
Design

Bringing Piczle Lines DX from mobile to Nintendo Switch  
by James Kay [08.17.17]
"The basics were ported in a matter of a couple of weeks. Of course, no project is ever as easy as it looks, and Piczle Lines DX for Switch too ran into a couple of snags." - James Kay, designer on Piczle Lines DX.
Console/PC, Smartphone/Tablet, Design, Production

Agents of Mayhem's design director discusses open-world development  
by Bryant Francis [08.16.17]
We talked to Agents of Mayhem's design director to learn more about how Volition is building open-world games these days.
Console/PC, Design, Video

Video: Making better games through neuroscience-- and good UX  
by Staff [08.16.17]
Epic Games' Celia Hodent takes the stage at GDC 2015 to talk about how game designers can leverage neuroscience to design better games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

How one dev aims to thwart arranged marriages through game design  
by Alex Wawro [08.16.17]
Returning to Pakistan after her H1B visa expired, designer Nashra Balagamwala aims to release her board game Arranged! to both raise awareness of arranged marriages -- and help her avoid one herself.
Social/Online, Design

Get a job: SYBO Games is looking for a Sr. Game Designer  
by Staff [08.16.17]
The team at SYBO is looking for a senior designer to join them in their mission to make unique, creative games that capture the hearts of fans around the world.
Design, Recruitment

Using sound design to give Slime Rancher charm without getting too gooey  
by Alissa McAloon [08.16.17]
A chorus of plorps, ploops, and cheers could easily become overwhelming for players in a game like Slime Rancher if not for its carefully constructed sound design.
Audio, Design, Video

Chat with Agents of Mayhem's design director today at 3PM EDT  
by Bryant Francis [08.16.17]
We're interviewing one of the lead developers behind Agents of Mayhem today at 3PM EDT.
Console/PC, Design, Video

Don't miss out on all the great AR talks at VRDC Fall 2017!  
by Staff [08.16.17]
Working in augmented reality? Virtual Reality Developers Conference officials highlight some great AR-focused VRDC Fall 2017 talks you should see at the show next month. Register now at a discount!
VR, Smartphone/Tablet, Design, Business/Marketing, VRDC

Blog: When should you stop designing and start working? 3
by Gamasuta Community [08.16.17]
You may be an insightful designer that has an accurate design document, but 90 percent of it might still be rubbish. Here's how you can stop your document becoming bloated.
Design, Production

Blog: A postmortem of AuroraBound - with sales figures 2
by Gamasutra Community [08.16.17]
A postmortem of my recently released mobile title AuroraBound, including an analysis of its first three months of sales figures and analytics.
Programming, Design, Production, Business/Marketing

Blog: Listen as scholars discuss Urban Empire  
by Gamasutra Community [08.16.17]
Historians Bob Whitaker and Kyle Shelton discuss Urban Empire. Topics include city building games, the history of urban development, and the politics of big cities.
Design

How Sonic Mania's devs made the old new (and good) again 1
by Jon Irwin [08.16.17]
“I've been researching for this project for the last 26 years. The wealth of knowledge amongst our team is so vast that between us, we have the entire tapestry of Sonic on the back of our hands.”
Console/PC, Design, Video

Gamasutra revisits the campy legacy of Night Trap  
by Bryant Francis [08.15.17]
The most famous full motion video game has returned, so today we sat down and looked at what made Night Trap so controversial in 1993.
Console/PC, Design, Video

Slime Rancher dev shares tips for making the most of the prototyping stage  
by Alissa McAloon [08.15.17]
Slime Rancher lead developer Nick Popovich explores how a productive prototyping process can be a vital tool for nailing down exactly what makes a game fun to play.
Console/PC, Indie, Design, Production, Video

Come along with us as we stream Night Trap today at 3 PM ET  
by Alex Wawro [08.15.17]
Now, 25 years after its initial release on Sega CD, a new version of the game has been released on modern consoles by Kentucky-based studio Screaming Villains. How does it hold up? Tune in and see! 
Console/PC, Design, Production, Video