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May 24, 2013




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Updates » Design
The hard road to the Baldur's Gate remake 6
by Trent Oster [04.15.13]
It's a beloved classic, but making a new version for tablets and contemporary PCs turned out to be a much bigger challenge than the team at Overhaul had anticipated.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

From architect to developer 9
by Gamasutra Community [04.15.13]
From designing buildings to making games -- what important lessons did this accomplished architecture student bring with him when he became an indie developer?
Indie, Design

Blog: How video games' revolutionaries became 'The Man' 52
by Gamasutra Community [04.15.13]
Daniel Cook writes about how the game industry's original experimenters have now become the establishment -- and hopes that true creativity can sprout in today's game industry landscape.
Console/PC, Indie, Design, Business/Marketing

12 ways to improve turn-based RPG combat systems 12
by Gamasutra Community [04.15.13]
The turn-based RPG has been with us for a long time -- but there's still room for the venerable genre to grow and change, and this post offers 12 suggestions on how to make better games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

A visitor from the future pays homage to today's free-to-play games GDMag Exclusive 14
by Matthew Wasteland & Magnus Underland [04.12.13]
In the future, food costs nothing -- and we have free-to-play games to thank. Read this rare account from a time traveler who gives us massive spoilers from the year 2113.
GD Mag, Design, GD Mag Exclusive

Making a game the Nintendo way - Luigi's Mansion: Dark Moon Exclusive 7
by Staff [04.12.13]
Luigi's Mansion went through a lengthy, rapid prototyping process to meet Nintendo's quality standards. Here's how the company worked with a Western partner to achieve great results.
Console/PC, Programming, Design, Exclusive

Yodo1 to launch robust social service for your smartphone games  
by Christian Nutt [04.12.13]
The Beijing-based startup has built a new end-to-end rewards and social layer called Kryptanium, and it's planning to launch it in the U.S. in June -- first details from the CEO inside.
Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: Monster Hunter - ugly, but popular 19
by Gamasutra Community [04.12.13]
"Monster Hunter is really becoming the emblem of those video gamers who are genuinely interested in the gameplay, more than any visual frill," says blogger Marco Magnani.
Console/PC, Art, Design, Business/Marketing

On video games and cultural relevancy... 35
by Kris Graft [04.12.13]
"We are in the midst of the most important and influential movement in video games in a decade, if not ever." - Adam Saltsman, developer behind Canabalt and Hundreds.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

How a trip to China made Hero Academy a better game 5
by Gamasutra Community [04.12.13]
How Robot's popular smartphone strategy series took on a new Chinese-themed army for its release in the territory, which made it back into the Western version of the game, too.
Smartphone/Tablet, Art, Design, Business/Marketing

Can all games be judged the same way? 4
by Gamasutra Community [04.12.13]
Radiator developer Robert Yang responds to Koster's blog post, explaining why constructive criticism of games can easily misconstrued -- and is rightfully viewed as suspect by those who receive it.
Indie, Design

Exploring the debate around what is, or isn't, a game 46
by Gamasutra Community [04.12.13]
"It's hard to say with absolute certainty what constitutes a game, and we shouldn't be too anxious to go to war over it," writes academic and developer Devin Wilson.
Console/PC, Indie, Design

Playable: A look at how accomplished developers make games 1
by Mike Rose [04.12.13]
As part of a new indie game development initiative, a group of accomplished developers will create a series of experimental games aimed at showing exactly what goes into the development process.
Indie, Programming, Design, Production

Postmortem: Game Oven's Fingle Exclusive 6
by Gamasutra Community [04.12.13]
Developers Adriaan de Jongh and Bojan Endrovski tell the true story of the development of the sexy, awkward, and very popular iPad game that asks players to rub their hands together.
Smartphone/Tablet, Design, Production, Exclusive

Putting the reward in 'risk vs. reward' 26
by Gamasutra Community [04.11.13]
A design debate: Should players be rewarded for playing on higher difficulties, or is the increased challenge itself the real reason to play?
Console/PC, Indie, Design

Video: Bungie's world of Destiny, from concept to production 21
by GDC Vault Staff [04.11.13]
Hear the four pillars that guide the world design for Bungie's upcoming Destiny, from art director Christopher Barrett and design director Joe Staten in this free GDC 2013 video.
Console/PC, Programming, Art, Design, Video

Player irrationality vs. game design 3
by Gamasutra Community [04.11.13]
We've observed that humans very often make irrational decisions. So how do you design a game, knowing that? Let's look at the research and find some answers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: A deep look at BioShock Infinite's story 5
by Gamasutra Community [04.11.13]
A look beneath the surface of the story of the recently-released shooter BioShock Infinite -- an attempt to find out what the narrative is really trying to do, and to say.
Console/PC, Design

5 tips for making successful kids' games in 2013 Exclusive 11
by Mike Rose [04.11.13]
Some Disney veterans have founded a kids' games start-up which they will focus on creating experiences that will value compelling storytelling. Here, they discuss 5 tips for making successful children's games.
Console/PC, Social/Online, Smartphone/Tablet, Audio, Design, Business/Marketing, Exclusive

What about love? Inside a game jam revolution Exclusive 5
by Leigh Alexander [04.10.13]
A recent community-led dating sim jam over social media yielded not only an explosion of touching, innovative and expressive experiences about love -- but possible lessons for the traditional community.
Indie, Design, Exclusive