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October 10, 2015
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October 10, 2015
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Updates » Design
Test your game designs as bulk simulations, with map/reduce  
by Gamasutra Community [08.26.15]
"it is crucial to verify that all starting scenarios provide an engaging flow from curiosity to thirst. Designers need to use a testing tool to exercise and evaluate more scenarios than is possible using manual testing."
Smartphone/Tablet, Programming, Design

Into the asylum: A postmortem of Human Head Studios' Lost Within  
by Chris Rhinehart, Ryan Jackson [08.26.15]
A detailed, candid postmortem of the mobile horror game -- from concept to crunch and everything in between, this article tells the story of what it took to build Weatherby Asylum.
Smartphone/Tablet, Programming, Design, Production, Business/Marketing

Get a job: Sega Networks is hiring a Unity Developer  
by Staff [08.25.15]
Handy with Unity? Sega Networks is looking to hire someone like you to join its Three Rings studio in San Francisco, CA and work alongside the team building new mobile games.
Smartphone/Tablet, Design, Recruitment

Video: Understanding why your game 'feels' bad (and how to fix it) 7
by Staff [08.25.15]
At GDC Europe 2015, indie developer Nicolae Berbece breaks down what we mean when we say a game "feels great" and rebuilds a bad-feeling death animation live, on stage, into one that feels satisfying.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Developers take to Twitter to share pithy game design tips  
by Alex Wawro [08.25.15]
An interesting smorgasbord of game design advice is accruing on Twitter today under #ShareAGameDesignTip as developers of varying experience levels, backgrounds and projects offer lessons learned.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

'Hooray for Hollywood': Warren Spector's vision for transmedia 12
by Gamasutra Community [08.25.15]
Warren Spector writes about his vision for collaborating with Hollywood creators -- where the paths should meet but also how the two media, movies and games, ultimately diverge.
Console/PC, Design, Business/Marketing

Crucial lessons from 7 game jam prototypes that went commercial 6
by Bryant Francis [08.25.15]
Game jams aren't just a way to try out new ideas and unclog your creativity--they can also result in viable commercial products! We looked for lessons in several jam titles that made it to market.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Blog: Life lessons from Rocket League  
by Gamasutra Community [08.25.15]
"Lessons I feel that Rocket League can teach and how they might be applied to life. My examples are pretty skewed towards games development."
Console/PC, Design

Don't Miss: How Valve uses Team Fortress 2 as a game dev guinea pig Exclusive 10
by Tom Curtis [08.24.15]
The seminal Team Fortress Quake mod is twenty years old this month, and now Team Fortress 2 has become a critical part of how Valve operates. In this classic feature, Valve's Robin Walker explains how.
Console/PC, Design, Business/Marketing, Exclusive

Video: Tips on making believable VR games from a Project Morpheus dev 1
by Staff [08.24.15]
At GDC Europe 2015, Sony London (The Getaway, The London Heist) dev John Foster shared some of the studio's big takeaways from trying to create immersive VR experiences for Project Morpheus.
Console/PC, Design, Video, Vault

This Week in Video Game Criticism: From grief to Metal Gear Solid  
by Joe Koeller [08.24.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Joe Koeller on topics ranging from depictions of grief and loss in games to the legacy of Metal Gear Solid.
Console/PC, Indie, Design

Level design analysis: Gears of War's 'Knock Knock' 7
by Gamasutra Community [08.24.15]
"Crafting satisfying combat encounters is by no means a simple feat. Much can be learnt through analysing some of the best examples that are on offer." Here is one such in-depth analysis.
Console/PC, Design

Sympathy for the dragon drives Kamiya's development of Scalebound  
by Alex Wawro [08.21.15]
Gamasutra chats with PlatinumGames' Hideki Kamiya to learn a bit more about what passions influence his design of Scalebound, and how his long career in the game industry has shaped its development.
Console/PC, Design, Production

Death positivity in video games 6
by Gamasutra Community [08.21.15]
"In a sea of video games with tired death mechanics, itís interesting to look at what games are using death differently and how that is allowing players to really think about it."
Console/PC, Design

Darkest Dungeon dev lets players disable unwanted features 11
by Chris Kerr [08.21.15]
Darkest Dungeon developer Red Hook has responded to fan complaints by giving them the ability to disable unwanted gameplay features.
Indie, Design

How ChemCaper teaches kids chemistry, Final Fantasy-style 1
by Gamasutra Community [08.21.15]
"And contrary to popular belief, kids donít have anything against learning -- they just donít like to be bored while theyíre at it."
Smartphone/Tablet, Serious, Design, Production, Business/Marketing

Philosophy, God, and robots: Writing The Talos Principle: Road To Gehenna 7
by Chris Baker [08.21.15]
Tom Jubert, a writer on indie projects like FTL, Penumbra, and The Swapper, describes what it was like to co-create the world of The Talos Principle and its followup DLC The Road to Gehenna
Console/PC, Indie, Design

Video: Valuable design lessons you can learn from board games 3
by Staff [08.20.15]
Game designer Soren Johnson (Offworld Trading Company, Civilization IV) speaks at GDC 2014 about how (and why) board games should matter to video game developers.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Don't Miss: The all-or-nothing postmortem of Frozenbyte's Trine 9
by Staff [08.20.15]
"Trine had a lot riding on it. If it would not be successful...debts would probably devour the company. But it was also a project full of potential -- Trine was to be the rebirth of Frozenbyte."
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Subtext and the importance of feedback, in game narrative 2
by Gamasutra Community [08.20.15]
"When creating a story about intrigue, mystery and secrets, one of the most important aspects is subtext. It's what keeps the player on the edge through every bit of dialogue, detail and interaction."
Console/PC, Indie, Design