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Updates » Design
Postmortem: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [04.12.16]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PlayStation 4 involves an engine overhaul, a port house and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The game developer's toolbox (for students) 6
by Gamasutra Community [04.12.16]
A good list of basics -- for novices and anybody else: "This is a list of things that will hopefully stop budding game developers from reinventing the wheel and tumble into pitfalls that others have already been in."
Console/PC, Indie, Design, Production, Business/Marketing

Reminder: Even Nintendo ships games with jury-rigged features  
by Alex Wawro [04.11.16]
Fresh appreciation for Nintendo game design is spreading today after a pair of images were published to a Mario blog that seem to show how Super Mario Galaxy designers jury-rigged a readable door.
Console/PC, Design

Don't Miss: Insomniac's postmortem of the original Ratchet & Clank 2
by Ted Price [04.11.16]
'We called the concept "I5" (for Insomniac game #5), and the main character was a human girl with a staff,' writes Insomniac's Ted Price in a classic postmortem of the studio's first Ratchet & Clank.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Designing the exhibition space for Jason Rohrer's museum retrospective  
by Gamasutra Community [04.11.16]
"This was a unique challenge for us -- our task was to create a spatial experience that would allow not only for the games to be played, but also for the important, sometimes existential themes that define each game to be understood."
Indie, Design

How 1979 Revolution: Black Friday drops players into a real crisis 3
by Bryan Lufkin [04.11.16]
Navid Khonsari was a child in Tehran during the Iranian revolution. Now, he's turned that tumultuous chapter in history into a game that puts players in the midst of the chaos, rivalries, and bloodshed.
Console/PC, Indie, Design, History, Video

A personal quest to save Star Ocean, and maybe the JRPG genre 9
by Christian Nutt [04.08.16]
"Once you finish, it stays with you, in your memory -- it becomes a part of your experience. I feel that JRPGs won't change as long as that doesn't change." - Star Ocean 5 producer Shuichi Kobayashi.
Console/PC, Design, Production, Business/Marketing

Luring players back to a game they thought was dead: Tribes: Ascend 1
by Christian Nutt [04.08.16]
“This is how big of a change we’re willing to make to the game, so come back, talk about it, give us other ideas, you know?” - Tribes: Ascend creative director Sean McBride
Console/PC, Design, Production, Business/Marketing

The making of Wadjet Eye's dystopian adventure Shardlight  
by Tim W. [04.08.16]
Francisco Gonzalez and Ben Chandler discuss their point-and-click adventure, which is set in a bleak future that is plagued by a deadly disease.
Indie, Design, Video

Opinion: So you want to write a trans character 29
by Katherine Cross [04.08.16]
Gamasutra contributor Katherine Cross offers a thoughtful look at how writer Amber Scott succeeded in portraying an authentic transgender character in Beamdog's Baldur's Gate: Siege of Dragonspear.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Don't Miss: This in-depth procedural dungeon generation algorithm 24
by Gamasutra Community [04.08.16]
In this classic blog post one dev explains a simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production

6 benefits of an activity feed in your mobile game  
by Gamasutra Community [04.08.16]
"If activity feeds are known to increase engagement, retention and even revenues within apps, why not add one to your mobile game?"
Smartphone/Tablet, Design

How Hyper Light Drifter balances difficulty with fairness 11
by Bryant Francis [04.08.16]
“There are certain things we can't tell you or just don't want to tell you," says lead designer Alex Preston. "We want to show you, and we want to make you learn, so you can feel accomplished.” 
Console/PC, Indie, Design, Video

Resurrecting the RTS with Ashes of the Singularity 4
by Christian Nutt [04.07.16]
"Strategy games, contrary to popular belief, often are the first to hit the technology wall." - Stardock's Brad Wardell
Console/PC, Design

Her Story and Rapture clean up at 2016 BAFTA awards 1
by Christian Nutt [04.07.16]
The Chinese Room's moody adventure game Everybody’s Gone to the Rapture wowed the judges, as Her Story, from Sam Barlow, continued to rack up wins in this award season.
Console/PC, Smartphone/Tablet, Indie, Design

Video: Finding inspiration in the lost game designs of the TRS-80 3
by Staff [04.07.16]
At GDC 2012, developer Jim McGinley showcases some classic TRS-80 games with remarkable mechanics that are often overlooked in the annals of game industry history.
Console/PC, Design, Video, Vault

Get a job: Be a Senior Game Developer at Glu Mobile  
by Staff [04.07.16]
Kim Kardashian: Hollywood maker Glu Mobile is hiring an experienced mobile game developer to take a senior role on a new Car Town game at Glu's office in Long Beach, California.
Smartphone/Tablet, Design, Production, Recruitment

Don't Miss: VR game design tips and advice from Steam VR devs 5
by Kris Graft [04.07.16]
Gamasutra spoke with several notable game developers at Valve's Steam VR event and came back with several great lessons and bits of design advice for VR game development.
VR, Design

Accessibility in VR game design: The Fantastic Contraption approach 1
by Alex Wawro [04.07.16]
In an editorial over on Polygon, Radial Games' Andy Moore sheds some light on why the VR version of Fantastic Contraption is playable from room-scale to desk-scale -- and even one-handed.
VR, Design

Blog: We need more game industry arguments. Here are my suggestions! 30
by Gamasutra Community [04.07.16]
"I really enjoyed GDC, but the talks there left me with more questions than answers. Tough questions, that could use some real debate. Frequent, vigorous, respectful debate is good for a community, an industry, and an art form."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing