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April 18, 2014
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April 18, 2014
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Updates » Design
Wyoming wilderness mystery Firewatch is Campo Santo's first game  
by Alex Wawro [03.13.14]
The studio's first project is a first-person exploration game that straps players into the boots of a fire lookout stationed in the Wyoming hinterlands.
Console/PC, Indie, Design

Obituary: Joel Green, the child that inspired That Dragon, Cancer 11
by Alex Wawro [03.13.14]
Joel Green, son of writer Amy Green and developer Ryan Green, passed away this morning. He was five years old, and was the inspiration for the autobiographical adventure game That Dragon, Cancer.
Console/PC, Design

5 anti-aging tips for your mobile game 6
by Gamasutra Community [03.13.14]
"This week, Pocket Gems is celebrating the second birthday of our game, Tap Paradise Cove... when players really love a game, and developers continue to evolve it, mobile games can live on for years."
Smartphone/Tablet, Design, Production

Blog: UI fixes to rescue your game from oblivion  
by Gamasutra Community [03.13.14]
How UI fixes can save a game: "We launched the new version and waited for the numbers to come and when they did, we couldn’t believe it. Finally, the world understood."
Smartphone/Tablet, Indie, Art, Design

Cutting corners: Networking design in Journey 7
by Gamasutra Community [03.13.14]
"For a small team, creating an anonymous, seamless online game was an ambitious goal... We knew that... single-player design hacks unravel when unpredictable remote players are involved."
Console/PC, Programming, Design

Grey Goo is a classic PC RTS from Petroglyph and WETA Workshop 4
by Alex Wawro [03.12.14]
Petroglyph Games announced today that their next project will pay homage to classic PC RTS games and feature work from Lord of The Rings design shop WETA Workshop.
Console/PC, Design, Video

Road to the Student IGF: Albert Shih on Museum of Simulation Technology Exclusive  
by John Polson [03.12.14]
This first-person puzzler that plays with forced perspective made waves at Tokyo Game Show's Sense of Wonder Night in 2013 and then in January with a new tech demo. Now, it's part of the IGF Student Showcase.
Console/PC, Indie, Design, Exclusive, Video, IGF

Video: Will Wright's 'Dynamics for Designers' from GDC 2003 1
by Staff [03.12.14]
SimCity designer Will Wright talks about how to use simple, emergent systems to make games that offer vast possibilities in this newly archived GDC Vault talk from 2003.
Console/PC, Social/Online, Design, Video

Three reasons your studio should run internal hackathons 13
by Gamasutra Community [03.12.14]
"Hackathons offer game companies personnel development, a cultural lift and inspiration for innovation... it takes bold ideas to stay ahead in such a creative-driven field."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

Video: Inafune plays, critiques early build of Mighty No. 9 2
by Alex Wawro [03.12.14]
Mega Man creator Keiji Inafune plays through an early build of his upcoming Mighty No. 9 on camera and shares his thoughts on the state of its design.
Console/PC, Indie, Design, Video

Breaking down infinite runner hit NBA Rush's level design 5
by Gamasutra Community [03.12.14]
Balancing the design of an infinite runner isn't simple -- but if you want to learn how, this post shows how the successful NBA Rush's design works.
Smartphone/Tablet, Design

Monaco developer tackles RTS genre - with a gamepad  
by Gamasutra Community [03.12.14]
Pocketwatch Games' Andy Schatz reveals his plans for [ARMADA], a game that attempts to inject the simplicity of Monaco into a classic RTS that can be played with a gamepad.
Console/PC, Indie, Design

GDC 2014 talks feature experimental games, Sony tech, #1ReasonToBe  
by GDC Staff [03.12.14]
We highlight talks that exemplify the breadth and depth of GDC 2014, from the #1ReasonToBe panel to an experimental gameplay workshop and a presentation from Sony about innovative hardware design.
Console/PC, Indie, Programming, Design, Production, GDC

What goes into rebooting Sonic the Hedgehog? Exclusive 6
by Christian Nutt [03.12.14]
Bob Rafei's background includes Jak & Daxter and Crash Bandicoot -- and now he's being tasked with relaunching Sonic with Sonic Boom. We quiz him about this process.
Console/PC, Design, Production, Business/Marketing, Exclusive, Video

Defining the true appeal of offline multiplayer 3
by Christian Nutt [03.11.14]
"When you get together to play games with friends, the space you're in becomes a ritual space, like the stage at a concert or the altar at a wedding." - Sportsfriends dev Bennett Foddy
Console/PC, Indie, Design

Road to the Student IGF: Mahdi Bahrami on Engare Exclusive 1
by John Polson [03.11.14]
"Engare," Persian for "incomplete pattern," is an upcoming experiment from Mahdi Bahrami, the creator of Bo and Farsh . At only 21, this is his third nod by the Independent Games Festival.
Console/PC, Indie, Art, Design, Exclusive, Video, IGF

Blog: Early thoughts on Steam Early Access 1
by Gamasutra Community [03.11.14]
Mode7 Games' Paul Taylor ponders what it means to launch a game collaboratively with the community -- and what he might accomplish with Frozen Endzone.
Console/PC, Indie, Design, Production, Business/Marketing

Designing RPG minigames (and getting them right) 4
by Gamasutra Community [03.11.14]
"At their best, minigames offer players a meaningful way to test their skills in an alternative game setting... it is imperative that you consider their purpose, immersion factor and development time."
Console/PC, Indie, Design

Road to the Student IGF: Black Pants' Symmetrain Exclusive  
by John Polson [03.10.14]
Following on the award-winning Tiny & Big, Black Pants' new project is the Student IGF-nominated iOS game Symmetrain.
Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

This Week in Video Game Criticism: A weird trick to fix games 6
by Kris Ligman [03.10.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including the future of game genres and the perils of 'easy solutions.'
Console/PC, Social/Online, Indie, Design, Production