Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 1, 2014
arrowPress Releases
November 1, 2014
PR Newswire
View All

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

Updates » Design
How to use white box 'blocks' in level design 4
by Gamasutra Community [09.11.14]
"This method requires to focus on the basic principles of level design. This technique is very similar to painting or sculpting : we first create a rough silhouette of our model, and only then we add some detail."
Console/PC, Design

Avoiding 'traps' in RPG game mechanic design 19
by Gamasutra Community [09.11.14]
How to avoid making "traps" -- defined as "a mechanic purposefully or accidentally designed to look beneficial to the player but doesnít provide appropriate benefit."
Console/PC, Smartphone/Tablet, Indie, Design

Design considerations for branching conversation systems in games 16
by Gamasutra Community [09.11.14]
"So youíve decided that a branching conversation system is the best choice for your game. But how will your system really function? You know your high-level goals, but itís time to refine."
Console/PC, Design

EA's mobile division is trying to make games for smartwatches 9
by Alex Wawro [09.10.14]
EA Mobile chief Frank Gibeau sees wearable tech like the Apple Watch as a viable platform for games, and in this CNet interview he explains what EA's smartwatch game prototype teams are working on.
Smartphone/Tablet, Design

Video: Designing Monument Valley to be an experience, not a game 2
by Staff [09.10.14]
Speaking at GDC Europe 2014, Monument Valley lead designer Ken Wong talks about how being embedded in a UX studio led ustwo games to create a puzzle game that looks like a series of M.C. Escher paintings.
Smartphone/Tablet, Art, Design, Production, Video

Don't Miss: Super Evil Megacorp sees demand for a 'core' mobile MOBA 12
by Alex Wawro [09.10.14]
The San Mateo-based startup includes developers from Riot, Blizzard and Rockstar who are hoping to corner an underserved market with their debut title, the free-to-play iOS MOBA Vainglory.
Smartphone/Tablet, Design, Business/Marketing

Blog: Non-player-centric games 17
by Gamasutra Community [09.10.14]
"I believe we need more games that are environmental/world and plot driven -- games where the player character isnít the hero, nor does the story or world bend for them or wait for them."
Console/PC, Indie, Design

Video blog: A deeper look at Wolfenstein: The New Order's Nazi symbology 5
by Gamasutra Community [09.10.14]
Bob Whitaker, Evan Torner and Niclas Heckner discuss Wolfenstein: The New Order. Topics include the game's depiction of Nazi futurism, concentration camps and German language in video games.
Console/PC, Design

The challenges of converting a mobile platformer into a good PC game 7
by Gamasutra Community [09.10.14]
"This journey of converting Shadow Blade from a good mobile game to a respectable PC title has proved to be quite challenging... We are definitely learning a lot in this process and it is quite tough and fun."
Console/PC, Smartphone/Tablet, Programming, Design, Production

Game Design Deep Dive: The digging mechanic in SteamWorld Dig Exclusive 2
by Olle HŚkansson [09.10.14]
Image & Form released SteamWorld Dig in August 2013. Here, the team describes the process it went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

GDC Next adds talks on Skulls of the Shogun and community design  
by Staff [09.09.14]
Skulls of the Shogun programming wizard Borut Pfeifer and veteran community manager Matt Fairchild join the speaker lineup at GDC Next 2014 featuring ADC this November.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

It's in the eyes: Participating in an eye-tracking tech game jam 10
by Gamasutra Community [09.09.14]
The challenges and opportunities of trying to develop a game that uses eye-tracking tech as one of its control mechanics -- how to design for that, and how players interact with it.
Console/PC, Indie, Design, Production

Achieving high-speed, precise, 2D gameworld interaction in Velocity 2X 6
by Gamasutra Community [09.09.14]
Interaction with a high-speed, 2D world -- how do you achieve it, and make it feel right? The Velocity 2X developers share their secrets.
Console/PC, Indie, Programming, Design

Q&A: Developing games for the new Samsung Gear VR Exclusive 1
by Alex Wawro [09.08.14]
Gamasutra reached out to Gear VR developers for more information on Oculus' new Mobile SDK and what you need to know about developing for Samsung's upcoming mobile VR headset.
Smartphone/Tablet, Design, Exclusive

From wacky Surgeon Simulator to a game that teaches math Exclusive 3
by Mike Rose [09.08.14]
Surgeon Simulator creator Bossa Studios has teamed up with U.S. education organization Amplify, as it looks to create a video game that doubles as a mathematics teaching tool.
Console/PC, Design, Business/Marketing, Exclusive, Video

You should crack open my game 8
by Gamasutra Community [09.08.14]
"It's been suggested to me several times that I should do something to encrypt playerdata.xml, which contains all of the player's unlocks, high scores, and stats. I don't agree, though."
Console/PC, Indie, Programming, Design

GDC 2015 reveals new Summits and opens call for papers  
by Staff [09.08.14]
The GDC 2015 call for lectures and panels for topic-specific Summits focused on eSports, indie games, community management, free-to-play, narrative, mobile, and education ends 10/3.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Game feel tips: More on smooth movement 4
by Gamasutra Community [09.08.14]
A demo to illustrate what it means to have "good movement feel" in a game -- "itís just too hard to make your case about game feel with just words or a video - you just have to make it playable to get your point across."
Console/PC, Indie, Programming, Design

'Was there a specific game that got you into game dev?' 38
by Christian Nutt [09.05.14]
Was there ever a game that gave you a "this is it!" moment about game development -- the one that pushed you on the path? We asked our Twitter followers.
Console/PC, Indie, Design

Blog: Explore new ways to control games in the Alt Ctrl Game Jam  
by Gamasutra Community [09.05.14]
Developers, take note: the upcoming Alt Ctrl Game Jam is an online 10-day game jam about experimenting with alternative controls in game design, and it starts September 12th.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production