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November 26, 2014
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November 26, 2014
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Updates » Design
Creating tension through decision-resolution cycles 4
by Gamasutra Community [10.09.14]
How game design works on the human brain, as illustrated by a board game classic: "Ticket to Ride is great at creating tension. You see what you want but youíre blocked from doing it."
Console/PC, Smartphone/Tablet, Indie, Design

'Nobody in this industry knows what they're doing' (and that's not always a bad thing) 4
by Kris Graft [10.09.14]
When it comes to video game design, you can have 20 years of experience, but still have a lot to learn.
Console/PC, Social/Online, Design

Game creation for the masses: What's next for Twine Exclusive 2
by Leigh Alexander [10.09.14]
As Twine's version 2.0 enters beta, creator Chris Klimas reflects on the game creation tool whose role and impact he could never have anticipated -- and how many more potential creators remain to be reached.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Design, Exclusive

The Myst-inspired visuals of For Each Our Roads of Winter Exclusive  
by Mike Rose [10.08.14]
Game jam enthusiast Orihaus has been lauded for his visual style in the past. With this is mind, it's not surprising that he's decided to put visuals first with his latest project, For Each Our Roads of Winter.
Console/PC, Indie, Art, Design, Exclusive, Video

Get a job: Red Storm is hiring a Senior Level Designer  
by Staff [10.08.14]
Got a knack for multiplayer level design? Ubisoft's Red Storm Entertainment is looking to hire an experienced level designer to work alongside the team in the company's Cary, NC office.
Console/PC, Design, Recruitment

Blog: What game developers should learn from Nintendo 10
by Gamasutra Community [10.08.14]
One developer shares lessons he believes we can learn from Nintendo's work that might improve not only our games, but the industry as a whole.
Console/PC, Design

Paying to win: Guild-vs.-guild events 3
by Gamasutra Community [10.08.14]
In this inside look at what it's like to be a high value player, I spend $200 and five-and-a-half hours to help my guild top the charts in a three-day event, in a build-and-battle style game.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing

Game Design Deep Dive: Shovel Knight's Chester, the merchant 9
by Gamasutra Community [10.08.14]
"Even the tiniest game design idea can go through a long process... Starting small and evaluating the troubles of an existing design can guide any game developer to creative, interesting results."
Console/PC, Indie, Design, Deep Dive

The studio making Madden NFL is game jamming to find new projects  
by Alex Wawro [10.07.14]
EA Tiburon is celebrating its 20th anniversary by conducting an internal game jam; it may lead to new projects for the studio that are completely unrelated to the sports games it's known for.
Console/PC, Design

Blog: Writing a game design doc your team can actually use 15
by Gamasutra Community [10.07.14]
*Claps hands together loudly* "Alrighty, who wants to read my 30-page game design document that I spent the last two days writing?!" ... Yeah, I donít either.
Indie, Design, Production

GitHub bundles UE4, other dev tools into a free pack for students 2
by Alex Wawro [10.07.14]
If you can prove you're a student, the folks at GitHub will grant you free access to a suite of development tools and services that small-scale game makers might find useful.
Console/PC, Indie, Design, Production

Fear in unpredictability: Alien: Isolation's brand of survival horror Exclusive 18
by Kris Graft [10.07.14]
"We understood early on that if we were going to re-establish the alien as this ultimate killer, we had to take a different approach; that the alien couldnít run under any prescribed path or pattern," says creative lead Al Hope.
Console/PC, Design, Exclusive

Exploring the possibilities of the Wii U GamePad in a platformer Exclusive 1
by Mike Rose [10.07.14]
Jonathan Meyer and his small team at Actos Games were working on Apexicon, a fantasy puzzle combat game for the Nintendo Wii U, when Meyer began to really ponder the possibilities of the Wii U GamePad.
Console/PC, Indie, Design, Exclusive, Video

A Dark Room creator brings us a new puzzle with Gridland Exclusive 6
by Leigh Alexander [10.07.14]
A Dark Room creator Michael Townsend is back with another survival-oriented game sure to keep you dwelling anxiously in an open browser tab -- here, he talks twisted match-3 game Gridland.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

Adding a crouch button to Assassin's Creed is no joke, says dev 11
by Alex Wawro [10.06.14]
"We rewrote like 6 million lines of code for this," says Ubisoft's Alex Amancio when referencing the company's work adding a stealth mode to its upcoming Assassin's Creed Unity.
Console/PC, Design

This Week in Video Game Criticism: From Mordor to gameplay as dialect  
by Kris Ligman [10.06.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from gameplay as dialect to the terrorism of Shadow of Mordor.
Console/PC, Social/Online, Indie, Design, Business/Marketing

Don't Miss: Monolith's No One Lives Forever postmortem 4
by Craig Hubbard [10.06.14]
The studio that just launched Shadow of Mordor has a long history, and in this Game Developer postmortem Craig Hubbard explains how Monolith built one of its most beloved titles.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Building your own genre with a game like Bounden  
by Staff [10.06.14]
Developers, if you're making a new game you might be thinking too small -- why not make a whole new genre? Game Oven's de Jongh explains the value of thinking big in this GDC Europe 2014 talk.
Indie, Design, Video, Vault

Metrocide, or how I rolled my own cyberpunk dystopia 6
by Gamasutra Community [10.06.14]
"I'd always wanted to code a play-ground for emergent behavior, and having done it now I can both see why people love games that do it, and why most game developers try to avoid it as much as possible."
Console/PC, Indie, Design, Production

Oculus' Carmack, Abrash, Luckey, and Binstock debate the future of VR 3
by Christian Nutt [10.06.14]
Oculus' biggest visionaries recently gathered to discuss -- and debate, since they don't always agree -- the future of the technology. Here's the record of their discussion.
Console/PC, Programming, Design, Business/Marketing, Video