Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 2, 2015
arrowPress Releases
July 2, 2015
PR Newswire
View All






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


Updates » Design
Who am I to tell their story? Writing for diversity 4
by Gamasutra Community [05.22.15]
"I will specifically highlight my insecurities while writing about people of color who lived in the age of colonialism. An honest and realistic answer to the question: Who am I to tell their story?"
Console/PC, Indie, Design

Learning a lot, fast by jamming in VR 1
by Gamasutra Community [05.22.15]
"I cannot remember when in the past I learned so much in just one month. We proved we are capable of doing a 3D and VR game in this young technology."
Console/PC, Indie, Design, Production, Business/Marketing

Point-and-click in the age of touch: Interface design for adventure games 1
by Gamasutra Community [05.22.15]
"Create something new nobody has seen before that ultimately fits your game! Seriously! I'd like to encourage that! There should be more adventure games with innovative and new interfaces."
Console/PC, Smartphone/Tablet, Indie, Design

Tapping VR's potential for putting you into an experience  
by Christian Nutt [05.21.15]
"Two years from now, I guarantee you’ll be standing in the middle of the Boston Marathon bombing aftermath, instead of watching it on TV."
Console/PC, Design

League of Legends begins testing automated 'player reform' system  
by Christian Nutt [05.21.15]
For players in North America who partake of "verbal harassment," there's a new world of punishment opening up -- as Riot further aims to stamp out toxicity.
Console/PC, Design

The 'strange attractor' in video game design 15
by Gamasutra Community [05.21.15]
"Before gameplay, mechanics, monetization, or any other key design consideration, a new video game design needs to consider the most important aspect of all: a good concept."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Come to GDC Europe for tips on soft-launching your next mobile game  
by Staff [05.21.15]
GDC Europe 2015 is months away, and conference organizers are highlighting two can't-miss sessions on the process of soft-launching your iOS game and the trick to coding adaptive clothing systems for open-world games.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, GDC Europe

Making a VR game ASAP: Galaxy Grapple, a Gear VR jam postmortem  
by Gamasutra Community [05.21.15]
Quick iterations and gameplay experimentation: A look back at the dev process for a VR game developed under tight constraints for a competition.
Console/PC, Smartphone/Tablet, Indie, Design, Production

How Tim Schafer thinks about games 2
by Christian Nutt [05.20.15]
"Video games are ... a personal perspective on the world that’s consistent within that world. ... Someone really dug deep into their own mind to pull out something personal to say in a game."
Console/PC, Indie, Design

Q&A: Crafting The Old Blood as a Wolfenstein palate cleanser  
by Alex Wawro [05.20.15]
In conversation with Gamasutra, Machine Games' Tommy Björk hed some light on how the studio weaves compelling narratives into the design of an FPS and why Wolfenstein: The Old Blood became a prequel.
Console/PC, Design

Don't Miss: 'Roguelikes' - Getting to the heart of the it-genre 24
by Christian Nutt [05.20.15]
Over the last few years, the roguelike has become the it-genre in games. In this classic 2014 feature, Gamasutra spoke to developers at Klei, Spry Fox and more to get to the heart of its appeal.
Console/PC, Smartphone/Tablet, Indie, Art, Design

PSA: European Innovative Games Showcase submissions close this Friday  
by Staff [05.20.15]
GDC Europe 2015 officials are still seeking submissions to the 2nd annual European Innovative Games Showcase at the Cologne, Germany show this August. You still have time!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC, GDC Europe

Creating the 'right' kind of player in the weird FPS Sub Rosa  
by Phill Cameron [05.20.15]
We talk to Cryptic Sea's Alex Austin, about developing Sub Rosa to encourage players not to shoot each other, even though they have automatic weapons and cool suits.
Console/PC, Indie, Programming, Design, Video

Blog: Are missable collectibles okay, from a design standpoint? 12
by Gamasutra Community [05.20.15]
"I don't like miss-able collectibles either as a player or a designer. They aren't a thing that ruin games for me, but if they are included it will bother me."
Console/PC, Indie, Design

Video: John Carmack shares his vision for the future of mobile VR  
by Staff [05.19.15]
Speaking at GDC 2015, Oculus CTO John Carmack offers 90 minutes of actionable VR development advice, technical details, techniques and strategies you can use to amp up the quality of your VR games.
Smartphone/Tablet, Programming, Design, Production, Video, Vault

Don't Miss: Secret of Mana's enduring influence on game design 23
by Christian Nutt, Douglas Wilson [05.19.15]
What makes Secret of Mana for Super Nintendo so timeless? Back in 2013, Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discussed the topic on the week of the game's 20th anniversary.
Console/PC, Art, Audio, Design

The Room dev challenges the taboo of open world VR 1
by Alex Wawro [05.19.15]
Fireproof co-founder Barry Meade discusses how a studio best known for making mobile puzzle games that take place in a single room came to create a high-flying "spy with a sweet jetpack" VR game.
Smartphone/Tablet, Design, Video

Opinion: Breaking down the success of The Witcher 3's open world 2
by Phill Cameron [05.19.15]
An analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design

The usability of Bloodborne 14
by Gamasutra Community [05.19.15]
The great thing about games is that they can be challenging. They can get in your way. They can make you think, get lost, become frustrated, and feel whole range of emotions - positive or negative.
Design

Systems, game systems, and systemic games 16
by Gamasutra Community [05.19.15]
Game systems are an important subset of systems overall, and systemic games give us a view of a flourishing part of game design.
Design