Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 28, 2015
arrowPress Releases
January 28, 2015
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Design
'Gamerliness' - How games can evolve by looking inward 21
by Gamasutra Community [12.09.14]
"'Painterly' art doesnít try to look realistic -- instead, it uses its unique aspects as a constructed object to its advantage. I hope that, as games continue to grow, we get to see a truly 'gamerly' game."
Console/PC, Indie, Art, Design

SWTOR dev demonstrates why F2P isn't always evil at GDC 2015 2
by Staff [12.09.14]
Damion Schubert, former lead on Star Wars: The Old Republic, will share lessons learned from the MMORPG's remarkably successful conversion from subscription-based to free-to-play during the F2P Summit at GDC 2015.
Social/Online, Design, GDC

This Week in Video Game Criticism: The 'Freedom' of GTA 5 and a 'Morality Run' of BioShock 1
by Alan Williamson [12.08.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Alan Williamson on topics ranging from Grand Theft Auto 5's reappearance in the news to an analysis of a BioShock 'morality run.'
Console/PC, Indie, Design

Don't Miss: Our interview with game industry patriarch Ralph Baer  
by Benj Edwards [12.08.14]
Ralph Baer, legendary engineer and inventor of the first video game console, has passed away at the age of 92. Learn more about who he was and how his work shaped our industry in this classic feature.
Console/PC, Design

The era of monetizing pain and misery in games is over 17
by Gamasutra Community [12.08.14]
"Instead of making them fear 'monetization opportunities,' how about instead giving them something they value. Not just for pain mitigation, but for the long-term?"
Smartphone/Tablet, Design, Business/Marketing

Writing believable women for games - a few words on Dying Light 6
by Gamasutra Community [12.08.14]
"We tried our damnedest to take Dying Light's female characters out of the one-dimensional, trope-defined roles seen so often -- way, way too often -- in games."
Console/PC, Design

Playing with cause and effect 3
by Gamasutra Community [12.08.14]
"It has slowly dawned on me that perhaps the most interesting capacity of games is their ability to let the player explore a unique, consistent and mysterious relationship between cause and effect."
Console/PC, Indie, Design

Stepping away from unit-on-unit combat in strategy games 3
by Gamasutra Community [12.08.14]
"Without tactical complexity to act as a hurdle to deep strategic understanding, even new players can appreciate the implications of their choices."
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: Yoshinori Ono on saving Street Fighter 8
by Brandon Sheffield [12.05.14]
In this classic interview, Street Fighter IV producer Yoshinori Ono discusses what it takes to build a fresh fighting game and details the design philosophy underpinning Capcom's seminal franchise.
Console/PC, Design

China's mobile game market: What you need to know, from the inside 2
by Gamasutra Community [12.05.14]
"I spoke with three Chinese mobile game publishing companies to get the latest perspective on the Chinese mobile game market and the opportunity for Western developers to publish in China."
Smartphone/Tablet, Design, Business/Marketing

Getting social: Could we share power-ups between different games? 8
by Gamasutra Community [12.05.14]
"I had a thought the other today, watching two people playing two tablet games. Wouldn't it be great if the players could help each other out, even though they were playing two different games?"
Smartphone/Tablet, Indie, Programming, Design

Designing for local hordes: Problems and solutions for 9-player design in Runbow  
by Gamasutra Community [12.05.14]
"The idea of branching out paths and keeping players separate had a really positive effect on making the game more about out-platforming and out-racing."
Console/PC, Indie, Design

Criteria for strategy game design 7
by Gamasutra Community [12.04.14]
"In the end, whatís truly unique about the decision-making contest and provides it with 'evergreen' potential is the systemic learning it allows for."
Console/PC, Indie, Design

Don't Miss: Postmortem of a PlayStation 1 classic, Shiny's Wild 9  
by Didier Malenfant [12.04.14]
In this classic postmortem, a member of the Wild 9 development team shares a behind-the-scenes look at what went right -- and wrong -- in the development of this seminal PlayStation title.
Console/PC, Design

Tips for creating the mobile game sequel your players want 3
by Gamasutra Community [12.04.14]
"We live in the time of rapid technology advancement. Considering that itíll take you 6 months or more to launch a sequel after the original game, your second product should be optimized in accordance."
Smartphone/Tablet, Design, Production

Experiments in gamifying the classroom 6
by Gamasutra Community [12.04.14]
"There is no guarantee that all gamification projects will succeed -- students may become too obsessed with rewards and game achievements, teachers may fail to design fun and engaging curriculums."
Social/Online, Design, Student/Education

QWOP creator shares physics engine tips at GDC Indie Games Summit 1
by Staff [12.04.14]
Don't miss QWOP creator Bennett Foddy's talk on bending physics engines to your will; it's just one of many insightful talks from experts in the GDC 2015 Independent Games Summit.
Indie, Design, GDC

Q&A: New AAA studio from 2K Games all about players' stories 6
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A design.
Console/PC, Design, Production

Don't Miss: Remembering the launch of Sony's first PlayStation 11
by Christian Nutt [12.03.14]
Today marks the 20th anniversary of the original PlayStation's debut in Japan, and to mark the occasion we're highlighting this classic interview with Sony's Peter Dille about the console's launch.
Console/PC, Design

Video: How Irrational gave life to Bioshock Infinite's Elizabeth  
by Staff [12.03.14]
Bioshock Infinite animation director takes the stage at GDC 2014 to explain in remarkable detail how the character design of Elizabeth evolved and ultimately involved every department of Irrational.
Console/PC, Design, Video, Vault