Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 3, 2015
arrowPress Releases
March 3, 2015
PR Newswire
View All

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

Updates » Design
Telling stories with gravestones: How Boon Hill raises the dead  
by Kris Graft [01.16.15]
Professional video game and comic writer Matthew Ritter has had a rather unusual obsession, ever since he was a kid: gravestone epitaphs.
Console/PC, Design

Beyond strategy: Catching up with Amplitude Studios and Endless Legend 7
by Leigh Alexander [01.16.15]
We catch up with Amplitude Studios, the versatile and surprising team behind Endless Legend -- a visually-lovely and lifelike strategy experience that goes far beyond the genre's traditional appeal.
Console/PC, Indie, Programming, Design

Balancing multiplayer games: Intuition, iteration and numbers 3
by Gamasutra Community [01.16.15]
As games become far more complex, so does the task of balance. Here are a number of methods used to obtain balance within complex games.
Console/PC, Design

10 quotes every game developer should remember 12
by Alex Wawro [01.15.15]
From Carmack to Wallick to the makers of Monument Valley, here are ten nuggets of timeless advice from game developers across the industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Naughty Dog's Uncharted postmortem 5
by Richard LeMarchand, Neil Druckmann [01.15.15]
Naughty Dog called the original Uncharted their 'biggest and most complex' challenge to date, and shared successes and stumbles in this fascinating postmortem first published in 2008.
Console/PC, Design, Production

5 great 2014 games, from a game design perspective 2
by Gamasutra Community [01.15.15]
Adrian Chmielarz (The Vanishing of Ethan Carter) takes a look at five games that really did it for him in 2014, and explains why -- from a designer's perspective.
Console/PC, Design

Cheating vs. exploiting in game design 13
by Gamasutra Community [01.15.15]
"The discussion of cheating vs. exploits can be confusing. A recent post on Gamasutra on the cheating that happened in Destiny raised a debate about whether or not the player base should be punished."
Console/PC, Design

7 things I have learned from designing This War of Mine 12
by Gamasutra Community [01.15.15]
"I let myself look on the game from a distance. Iíll do my best to analyze those key design features that I think did the most benefit. These are the things that I will remember for my future projects."
Console/PC, Indie, Design

Don't Miss: Learning level design from The Legend of Zelda Exclusive 63
by Mike Stout [01.14.15]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design, Exclusive

Threats, luggage and mild peril: Designing 80 Days 2
by Leigh Alexander [01.14.15]
'We want you to quit not because you've seen it all, but because you can't cope, and you give up,' says Inkle's Jon Ingold, referring to the volume of content in the studio's award-winning 80 Days.
Smartphone/Tablet, Design

6 steps to writing interactive fiction 1
by Gamasutra Community [01.14.15]
"Writing is hard. Writing interactive, multiple-choice games is harder. How can you write a story where anything can happen? How do you set up the playerís options? Where do you even start?"
Console/PC, Smartphone/Tablet, Indie, Design

A local cultural perspective on Chinese mobile games 3
by Gamasutra Community [01.14.15]
"In the face of competition from foreign game companies and more demanding gamers, Chinese practitioners of mobile games walk on a tougher road."
Smartphone/Tablet, Design, Business/Marketing

This Week in Video Game Criticism: Ludocentricism and the 'Age of Games'  
by Mark Filipowich [01.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from the 'ludocentrism' of games discourse to a different take on Eric Zimmerman's 'Ludic Century.'
Console/PC, Social/Online, Indie, Design, Business/Marketing

Get a job: Sucker Punch is hiring a Narrative Writer  
by Staff [01.13.15]
Are you a storyteller? InFamous: Second Son studio Sucker Punch is looking to hire a contract writer to work on crafting narrative content alongside the team in the studio's Bellevue, WA office.
Console/PC, Design, Recruitment

Blog: What is 'depth' in video games? 6
by Gamasutra Community [01.13.15]
"There are countless examples where depth is built into games, but players donít understand it or take advantage of it. ... We need an underlying design for depth which is (hopefully) intuitive to the player."
Console/PC, Design

Don't Miss: Finding the beat in Crypt of the NecroDancer Exclusive 10
by Ryan Clark [01.12.15]
Brace Yourself Games debuted the rhythm-based roguelike Crypt of the NecroDancer in 2014. Here, creator Ryan Clark shares how he discovered, then carefully tweaked the game's signature beat mechanic.
Indie, Design, Exclusive

2015: The year we get loading screen mini-games back 23
by Gamasutra Community [01.12.15]
Namco patented the loading screen mini-game after including Galaxian in the release of the first Ridge Racer for PlayStation. 2015 is when that patent expires.
Console/PC, Design, Business/Marketing

Design by constraints: Hitman Go postmortem comes to GDC 2015 3
by Staff [01.12.15]
Square Enix Montreal's Daniel Lutz, the Game Director behind Hitman GO, will deliver a design postmortem on the game and its unorthodox design concept at GDC 2015 in March.
Smartphone/Tablet, Design, GDC

Anything goes: How Destiny just went free-to-cheat 54
by Gamasutra Community [01.12.15]
"Bungie just signed a carte blanche to all exploits, cheats that will most certainly pop up now on a regular basis. By not reacting at all they removed the incentive for players to play fair."
Console/PC, Social/Online, Design, Business/Marketing

Designing procedural dungeons: My method 2
by Gamasutra Community [01.09.15]
"I created a master carver, which would spawn other sub-carvers. The trickiest part then, was balancing when and where to spawn in the sub-carvers, in order to get a dungeon that felt right."
Console/PC, Indie, Programming, Design