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August 2, 2015
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Updates » Design
Mending the developer/player relationship with Threes free-to-play 3
by Phill Cameron [06.22.15]
We talk to Asher Vollmer of Sirvo about Threes free to play, and how they found an advertising model that isn't at war with the player.
Smartphone/Tablet, Indie, Design, Business/Marketing

Get a job: Vicarious Visions seeks a character combat designer 3
by Staff [06.19.15]
The Activision-owned studio behind more than one of the Skylanders games and Marvel Ultimate Alliance 2 seeks a designer who can oversee all aspect's of character combat design.
Console/PC, Design, Recruitment

When does 'influenced by' become stealing someone's design? 9
by Gamasutra Community [06.19.15]
"This was a set of components that kept screaming, 'Mod me, mod me, Iíll promise Iíll be good, just mod me and make me a game!' So I did."
Indie, Design

What goes into a game title? 4
by Gamasutra Community [06.19.15]
"The title serves a larger purpose than simply occupying a placard on the wall next to the work. It is the name of the app, the anchor for the game's opening screen, the name of the website, and much more."
Indie, Design, Business/Marketing

Game Design Deep Dive: Action Henk's jump physics Exclusive  
by Roel Ezendam [06.19.15]
Roel Ezendam, Game Coder at RageSquid: "Having control over the height of the jump is another way to create player decisions and deeper mechanics."
Console/PC, Indie, Design, Exclusive

Edge of Nowhere a strong argument for third-person, gamepad games in VR 6
by Kris Graft [06.18.15]
At E3 2015, Insomniac Games, the studio behind games including Ratchet and Clank, Resistance, and Sunset Overdrive, showed off its first VR effort, the action adventure game Edge of Nowhere.
Console/PC, Design, Video, E3

Game mechanics and player agency in Everybody's Gone to the Rapture 6
by Kris Graft [06.18.15]
The Chinese Room has been working on its next game, Everybodyís Gone to the Rapture, which aims to evolve the storytelling ideas in Dear Esther.
Console/PC, Design, E3

Using big-scale touchscreens to transform local multiplayer 8
by Gamasutra Community [06.18.15]
"Working on these devices has transformed my perspective as a developer. The design focus is less about creating an experience out of intertwining mechanics, and more about communicating with the player."
Smartphone/Tablet, Design

A 2D level editor in 30 seconds 6
by Gamasutra Community [06.18.15]
"This is the gripping TRUE STORY of failed prototypes, wasted time, custom level editorsÖ and UNEXPECTED SALVATION at the hands of the HUMBLE SPREADSHEET."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Designing around a premise sentence 2
by Gamasutra Community [06.18.15]
"Itís a one line sentence that, using tropes or common knowledge, summarizes the contents of a creative work while at the same time building excitement about it."
Console/PC, Smartphone/Tablet, Indie, Design

The benefits of a family-friendly conference at Ludolunch 1
by Phill Cameron [06.18.15]
We talk to Simon Roth and Nia Wearn about their unconference Ludolunch, which benefited from a strong focus on being family friendly.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

The difficulty of creating difficulty 7
by Gamasutra Community [06.18.15]
Designing difficulty levels is hard, but one dev shares his methodology here -- categorizing players, like the "HardCurious casual" and the "Faux-Hardcore."
Smartphone/Tablet, Indie, Design

Choice fields: Designing for emergent gameplay 5
by Gamasutra Community [06.17.15]
"We need to think about how to create the overlapping sets of rules and abilities that create the environment from which emergence springs."
Console/PC, Design

11 tips to speed up your game design process 2
by Gamasutra Community [06.17.15]
"At the start of a project, everything has yet to be done. There are loads of tasks at hand, and it is hard to tackle them in the right order. The large, almighty Game Design Document is a myth."
Console/PC, Indie, Design, Production

Making Prettygreat mobile games with the creator of Fruit Ninja Exclusive 2
by Alex Wawro [06.17.15]
Gamasutra chats with Fruit Ninja and Jetpack Joyride designer Luke Muscat about his decision to quit Halfbrick with his pals to start a new studio, Prettygreat, and what it takes to make a mobile mega-hit.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

Designing controls for a living piece of bread Exclusive 1
by Kris Graft [06.16.15]
Bossa Studios' Luke Williams explains how awkward, hilarious games like I Am Bread and Surgeon Simulator are designed not to frustrate players, but to try new things with game controls and concepts.
Indie, Design, Exclusive, Video, E3

New tools for developing custom games are a focus of Dota 2 revamp  
by Alex Wawro [06.16.15]
Valve is rolling out a suite of Dota 2 scripting and development tool improvements that empower developers of all stripes to craft custom game types that can be played from within Dota 2.
Console/PC, Design, E3

Blog: A quick look back at Shenmue  
by Gamasutra Community [06.16.15]
Blogger Josh Bycer looks back at Sega's franchise, as Yu Suzuki turns to Kickstarter to bring it back to life: "Shenmue's fate was really a shame both for Sega and the industry."
Console/PC, Design, Business/Marketing

On a lack of originality in science fiction and fantasy game settings 9
by Gamasutra Community [06.16.15]
Former BioWare writer Alexander Freed, in a post focused on "diversity and originality... with a special focus on fantasy and sci-fi -- broad genres in which games tend to emphasize very narrow subcategories."
Console/PC, Design

Don't Miss: 20 Japanese RPGs every game designer should play Exclusive 24
by Kurt Kulata [06.16.15]
The Japanese role-playing game is an important genre for developers to understand; in this classic 2008 feature, Gamasutra suggests an 'Essential 20' study guide to some of the top JRPGs of all-time.
Console/PC, Art, Design, Production, Exclusive