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May 30, 2015
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Updates » Design
Don't Miss: Riot's League of Legends postmortem 15
by Christian Nutt [04.15.15]
Leaders from the development team behind League Of Legends share what they learned from building and running their community-centric game during GDC 2011's Social & Online Games Summit.
Console/PC, Social/Online, Art, Design, Production, Business/Marketing

Balancing multiplayer games: Opportunity, power, and relativity  
by Gamasutra Community [04.15.15]
How Company of Heroes 2's balance is managed: "These concepts are based on the same processes players will employ when trying to determine their best course of action."
Console/PC, Design

AI hiding among AI: Chris Hecker on SpyParty's devious single-player  
by Phill Cameron [04.15.15]
We talk to Chris Hecker about the surprising choice to make a single-player mode for his player vs player game of deception and suspicion, Spyparty.
Console/PC, Indie, Programming, Design

Crafting AI for a symmetric asynchronous multiplayer game 2
by Gamasutra Community [04.14.15]
How we've achieved a continuously-learning adaptive AI that fights for the players whenever they're not online, in the new symmetric, asynchronous multiplayer game mode of CastleStorm.
Programming, Design

How desiging LARPs helped make me a better game designer 9
by Gamasutra Community [04.14.15]
After being in the game industry and live-action role play design for more than 10 years, I can fairly say that LARPs have helped me improve my skills as a game designer.
Design

Game Design Deep Dive: Making babies in Hero Generations Exclusive 2
by Scott Brodie [04.14.15]
Heart Shaped Games founder Scott Brodie digs into the prototyping and fine-tuning that went into the design of the hereditary traits and genealogy systems at play in his game Hero Generations.
Console/PC, Indie, Design, Exclusive, Deep Dive

Don't Miss: Gabe Newell and Erik Johnson on Dota 2 and Valve's way 18
by Christian Nutt [04.13.15]
As the company let Dota 2 into the wild, Gamasutra spoke to Valve boss Gabe Newell and project leader Erik Johnson about how the game was greenlit under Valve's auspices in this classic interview.
Console/PC, Design, Production, Business/Marketing

When it's time to let your beloved design idea go  
by Gamasutra Community [04.13.15]
"This is a story about designing something, loving it, becoming blind to its faults, and eventually remaking it."
Console/PC, Smartphone/Tablet, Indie, Design

Why we've decided NOT to implement 3D movement in Starfall Tactics 18
by Gamasutra Community [04.13.15]
"Most people generally confuse complexity in these kinds of games with depth. Complexity, in our opinion, isn't inherently good - it's a sacrifice that you have to make sometimes in order to reach depth."
Console/PC, Indie, Design

Unity support coming to New Nintendo 3DS 16
by Kris Graft [04.13.15]
Unity announced at Unite 2015 Tokyo that it would soon bring graphics engine support to the New Nintendo 3DS and New Nintendo 3DS XL.
Console/PC, Indie, Programming, Art, Design, Production

This Week in Video Game Criticism: From Game of Thrones to game preservation  
by Kris Ligman [04.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from choice in Telltale's Game of Thrones to responses to the Entertainment Software Association's position on games preservation.
Console/PC, Social/Online, Indie, Design

Gamification, rewards, and learning 3
by Gamasutra Community [04.13.15]
"Gamification is not something we should fear or despise, but it is a tool that should be used carefully and intelligently. Rewards and challenges are the way we learn."
Smartphone/Tablet, Design, Business/Marketing

Blog: New games with old names - Why I got back into Call of Duty 2
by Gamasutra Community [04.13.15]
"Sure you can make a new 'game' but if you don't introduce something new for your players to experience, you're just another reskinned title."
Console/PC, Design

'Do you think voice chat is critical to multiplayer online game design?' 23
by Christian Nutt [04.10.15]
Nintendo has decided not to include it in its upcoming team shooter Splatoon -- but what's your take? And are other forms of communication more effective? Game devs speak!
Console/PC, Design

Video: Building fear in Alien: Isolation  
by Staff [04.10.15]
Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how the game was built to emulate a "haunted house in space" and how Creative Assembly used sights and sounds to evoke dread.
Console/PC, Art, Audio, Design, Video, Vault

Don't Miss: 13 basic principles of gameplay design 17
by Matt Allmer [04.10.15]
EA and Page 44 veteran Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games in this classic 2009 design feature, adding his own new principle along the way.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: A living guide to the GDC vault 8
by Gamasutra Community [04.10.15]
A project from Schell Games developers to rate GDC Vault talks by quality, "in the hopes that it will help you find the gold nuggets in the vast expanse that is the GDC Vault."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Bloodborne: You are the experience points 38
by Tim Rogers [04.10.15]
Tim Rogers takes us on a tour of Bloodborne's design -- and that of the Souls series, while he's at it -- to explain what makes the games work as well as they do.
Console/PC, Design

16 reasons players are leaving your game 7
by Gamasutra Community [04.09.15]
"On average, less than 40% of players return to a free-to-play game after just one session. These notes are a collection of potential reasons why your players might leave the game."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Cheating Death: Accommodating player failure and recovery Exclusive 3
by Phill Cameron [04.09.15]
We talk to Clint Hocking, Chris Avellone and Michael De Plater about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production, Exclusive