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November 27, 2015
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Updates » Design
Q&A: How Dropsy fights cynicism (and clown stereotypes) 1
by Konstantinos Dimopoulos [10.20.15]
'I can't blame anyone for assuming that Dropsy is a stoner horror-comedy thing,' says Jay Tholen. But his sweet-natured take on point-and-click adventures demolishes insane clown cliches.
Console/PC, Indie, Art, Design, Production, Video

Influencing player behavior through game design 7
by Gamasutra Community [10.20.15]
"If I design a game and I want it to about exploration and find that players are not focusing on that -- I need to find a way to alter the game to give them a reason to change their behavior."
Console/PC, Design

Spectators and players need the same thing from your game design 4
by Phill Cameron [10.20.15]
Adam Saltsman and Rami Ismail take a break from their latest games to ruminate on the surprising and positive similarities of developing a game that streams well and a game that plays well.
Console/PC, Indie, Art, Design, Production, Business/Marketing

How SOMA creates existential dread 5
by Joel Couture [10.19.15]
'SOMA wasn't initially meant to be a horror game. It simply came to be horrifying due to the subject matter it was exploring.'
Console/PC, Indie, Design, Video

Don't Miss: How 343 found its footing while developing Halo 13
by Kris Graft [10.19.15]
This classic feature digs into the design philosophy and production methods of 343 Industries: a group of true believers who didn't even really have a studio when they began working on Halo.
Console/PC, Design, Production

Unbound: An Ode to Wired Women 2
by Katherine Cross [10.19.15]
What do the classic RTS Homeworld and the modern mobile game 80 Days have in common? Fascinating female characters who develop a unique relationship with their means of transportation.
Console/PC, Indie, Art, Design

Renowned Explorers and the price of innovation 8
by Gamasutra Community [10.19.15]
"One good and well-marketed innovation can be a very worthwhile investment. But ignoring the costs would be foolish. We tried to do more innovation than we could pay for."
Console/PC, Indie, Design, Production, Business/Marketing

Mario Maker vs. game developers Exclusive 3
by Christian Nutt [10.19.15]
Super Mario Maker was predictably enticing to the game development community. And since this site is developer-oriented, I thought I'd showcase some of my favorite Mario Maker levels created by devs.
Console/PC, Indie, Design, Exclusive

Finding a narrative voice 6
by Gamasutra Community [10.19.15]
"Because there is only one narrative voice, the player can trust that it represents the words of a story being written around their actions. We build on this start by adding more interactions."
Console/PC, Indie, Design

Don't Miss: Cheating vs. exploiting in game design 16
by Gamasutra Community [10.16.15]
"Cheating vs. exploits can be confusing," opens this classic design blog post. "The cheating that happened in Destiny raised a debate about whether or not the player base should be punished."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: Pain, fatherhood, and game design 9
by Gamasutra Community [10.16.15]
"A quest to save your childís life is a quest motivation I find deeply compelling. It is the desire of every parent I see in neonatal. Art is a portal to experiences we may not have in real life."
Indie, Design

How Manifold Garden makes reality fold back on itself  
by Phill Cameron [10.16.15]
William Chyr explains why he went from creating massive balloon sculptures in art galleries to designing infinite virtual structures in his game Manifold Garden.
Console/PC, Indie, Art, Design, Production

Is your game able to withstand a tabletop gamer? 6
by Gamasutra Community [10.16.15]
"With everything known and every rule adapted to be human-grokkable, board games are perfect at teaching a key lesson: how to analyze and pervert complex systems."
Console/PC, Design

The intellectual value of design 10
by Gamasutra Community [10.16.15]
"The notion that design is intellectually relevant is uncontroversial. ... But outside the industry, I donít think that games are really understood as designed objects."
Indie, Design

Game Design Deep Dive: Controlling space and sound in Panoramical 1
by Fernando Ramallo, David Kanaga [10.16.15]
Panoramical developers Fernando Ramallo and David Kanaga take a deep dive into a simple question: How do you design and tune player input for a game that's also a music visualizer?
Console/PC, Indie, Programming, Audio, Design, Video, Deep Dive

Developing for the Apple II: Infinity is more than ten, right? 15
by Gamasutra Community [10.16.15]
Apple II arcade-style game Dino Eggs tried to edge out the competition by having a huge number of levels -- and here, dev David H. Schroeder recalls what that took in the 1980s.
Console/PC, Indie, Programming, Design

League of Legends is putting rule-breakers through psychological testing - Report 15
by Christian Nutt [10.15.15]
The company's been employing a designer trained in psychology to help reform its "toxic" player base -- but is this a step across a line? UPDATE Jeff Lin responds.
Console/PC, Design, Business/Marketing

Video: Designing games about tricky emotions like longing, or love  
by Staff [10.15.15]
Funomena's Robin Hunicke takes the stage at GDC 2014 Indie Soapbox and encourages developers to make games about tricky emotions and feelings like longing, affection, intimacy and love.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Exploits spur Witcher 3 dev to sic in-game tax collector on players 3
by Alex Wawro [10.15.15]
The devs at CDPR appear to be having some fun with players of The Witcher 3 by adding an auditor NPC who will grill them about whether or not they've been making money using in-game exploits.
Console/PC, Design

Bridging the gap between game design and educational games  
by Gamasutra Community [10.15.15]
"The key to our approach is to truly immerse players in the system we want them to learn about as my former students were immersed in the geological wonder that is Yosemite to learn about geology."
Smartphone/Tablet, Serious, Design