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July 28, 2014
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July 28, 2014
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Updates » Design
Unity arrives on PlayStation 4, with Morpheus support to follow 7
by Alex Wawro [06.16.14]
Developers can now register with Sony to download Unity 4.3 for PlayStation 4, which includes support for the DualShock 4, Move controller, PlayStation 4 Camera and -- eventually -- Project Morpheus.
Console/PC, Programming, Design, Production, Business/Marketing

Facebook redesigns iPad app to better promote games 1
by Alex Wawro [06.16.14]
The company added a dedicated game list and a game recommendation engine to the Facebook iPad app in an effort to boost a developer's ability to attract players and keep them playing.
Smartphone/Tablet, Design, Business/Marketing

Following the spread of RPG mechanics in game design 37
by Gamasutra Community [06.16.14]
"The spread of RPG mechanics has been interesting and in the right design can improve the respective titles. Yet even with the spread, we still have a number of RPGs that continue to refine and build new mechanics."
Console/PC, Design

Extracting the DNA of Candy Crush Saga 1
by Gamasutra Community [06.16.14]
A deep dive into how King's hit stacks up as a match-3 game: "Candy Crush has a bad reputation for how it tries to monetize players, a criticism which isnít fair when looked at against similar games."
Smartphone/Tablet, Art, Audio, Design, Business/Marketing

Finding the fun fast: How rapid prototyping shaped Evolve Exclusive 5
by Kris Graft [06.16.14]
One of the keys to Turtle Rock's success is its emphasis on rapid prototyping -- find the fun first and iterate and build from there. We spoke to the studio's creative director Phil Robb at E3.
Console/PC, Design, Production, Exclusive, E3

Extrasolar postmortem: Game design at 0.0003 FPS 2
by Staff [06.13.14]
Lazy 8 Studios founder Dr. Rob Jagnow speaks frankly about the design of Extrasolar and the value of turning your technical constraints into strengths during GDC 2014.
Console/PC, Design, Video, Vault

Catch up on all of Gamasutra's E3 2014 coverage right here!  
by Staff [06.13.14]
E3 2014 is officially over. But you can catch up on all of Gamasutra's developer- and game industry-focused coverage via our special event page.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The experiential microtransaction 10
by Gamasutra Community [06.13.14]
"Itís long been the classic standard that value is in how great the virtual product is. Having balanced in-game economies, Iíve seen first hand this isnít a reliable or sustainable model to work with."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

How happy accidents made Oculus platformer Lucky's Tale possible Exclusive 5
by Alex Wawro [06.13.14]
Building a third-person virtual reality platformer seems like a fool's errand, but Paul Bettner's new studio Playful has stumbled upon some VR design tricks that seem to make it work.
Console/PC, Design, Exclusive, E3

Horizon reveals new indie talent and a new role for Polytron 2
by Alex Wawro [06.12.14]
The indie alternative to E3 showcased a slew of known and new indie game projects, including the first game from David O'Reilly and a new partnership business from Fez developer Polytron.
Console/PC, Design, Production, E3

Recreating the feeling of flight using Oculus Rift 6
by Mike Rose [06.12.14]
There have been tons of great demos and prototypes showing off what can be achieved with the Oculus Rift VR hardware, but Birdly may be the most imaginative we've seen to date.
Console/PC, Indie, Design, Video

VR: Letting go of the avatar 3
by Gamasutra Community [06.12.14]
"It doesn't seem to be a problem if the VR world reacts differently than the real one, as long as both internal coherence, and coherence with the player's own body are both maintained."
Console/PC, Indie, Design

Blog: Musings on morality in game design 14
by Gamasutra Community [06.12.14]
"We can do better, but we'll have to be very careful about setting up moral quandaries for the player, and measuring the right elements to ensure the player is fairly rewarded/punished for their actions."
Console/PC, Design

Nintendo's new IP, Code Name S.T.E.A.M.: Strategy for a new audience 3
by Christian Nutt [06.12.14]
Nintendo's special event for a new IP turned out to be a 3DS strategy game from Intelligent Systems, the Fire Emblem developers -- with hopes of reaching players who don't like strategy.
Console/PC, Design, Business/Marketing, E3

ĎNasty, complicatedí choice design in Tales from the Borderlands  
by Kris Graft [06.11.14]
For Telltale Games and its upcoming choice-driven adventure game Tales from the Borderlands, the studio wants to convey the themes of the Borderlands universe in the decisions players make.
Console/PC, Design, E3

Kojima hopes to tackle controversial themes with AAA design 12
by Alex Wawro [06.11.14]
The Metal Gear creator takes full responsibility for the messages his games convey and promising to continue exploring controversial themes, even as he struggles with the demands of AAA development.
Console/PC, Design, Production, E3

Video: Brenda Romero's dream of game design mastery 2
by Staff [06.11.14]
Game industry veteran Brenda Romero exhorts her fellow developers to strive for greatness and shares what she's learned about mastery from Michelin-starred chefs at GDC 2014.
Console/PC, Design, Video, Vault

Get a job: Black Tusk seeks a Lead Multiplayer Level Designer  
by Staff [06.11.14]
Black Tusk is looking for someone with multiplayer level design experience and enthusiasm for the Gears of War franchise to join them in Vancouver, British Columbia.
Console/PC, Design, Recruitment

Dying Light's action-oriented approach to survival horror design 1
by Kris Graft [06.11.14]
For developer Techland, designing for fear in Dying Light is less about suspenseful psychological horror, and more about an open world experience with few lulls, and frequent spikes of fear.
Console/PC, Design, E3

Exploring religion through game design: A Pilgrim postmortem 2
by Gamasutra Community [06.11.14]
"Through mechanics and story, I wanted to deal with the courage required to have faith in uncertainty, the changes we must make to uphold ideals, and the sacrifices that we must take to back those convictions."
Console/PC, Indie, Design, Production