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November 25, 2015
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November 25, 2015
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Updates » Design
Video: Shout at the Devil - The making of Diablo III  
by Staff [10.14.15]
At GDC 2013, Blizzard's Jay Wilson delivers a frank postmortem of Diablo III that delves into the design pillars of the Diablo games and how well the team abided by those in making the latest game.
Console/PC, Design, Production, Video, Vault

Don't Miss: An oral history of developing Deus Ex 5
by Alex Wawro [10.14.15]
15 years ago, Ion Storm Austin released its seminal first-person cyberpunk game Deus Ex. Gamasutra spoke to some of its lead creators to learn how they developed it -- and what it did to them.
Console/PC, Programming, Audio, Design, Production, Business/Marketing

Q&A: Orchestrating nine-player co-op chaos in A Fistful of Gun  
by Konstantinos Dimopoulos [10.14.15]
'If you want something with traditional controls or you hate arcade coin-chewers, it's probably not gonna be your thing,' says Paul 'Farmergnome' Hart. 'And I am okay with that.'
Console/PC, Indie, Art, Design, Video

GDC 2016 opens for registration, debuts first talks  
by Staff [10.14.15]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2016 is now open for registration!
Console/PC, Indie, Programming, Design, Production, GDC

3 approaches for procedural world generation 6
by Gamasutra Community [10.14.15]
"The approaches are not only algorithmically very different but are also suitable for different types of games and gameplay. Here's a breakdown and analysis."
Console/PC, Indie, Programming, Design

Postmortem: Inkle's 80 Days Exclusive 3
by Jon Ingold & Joseph Humfrey [10.14.15]
Developers at Inkle explain how small side-project turned into a huge endeavor, and eventually became one of the most critically acclaimed games on the App Store, Google Play and Steam.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive

Nonprofit sees success using motion controls for educational games  
by Alex Wawro [10.13.15]
New research surfaces today on how nonprofit GameDesk Studios has been experimenting with developing motion-based games to help students better understand complex subjects like math and science.
Console/PC, Serious, Design, Video

Don't Miss: Finding fourteen different forms of fun in games 9
by Gamasutra Community [10.13.15]
We talk a lot about 'finding the fun' - but what does that mean? This classic 2001 feature explores why some things are fun while others aren't, and how devs can use this to perfect their craft.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Placebo effect present in video games, say UK researchers 9
by Chris Kerr [10.13.15]
Professor Paul Cairns, who teaches human-computer interaction at the UK's University of York, has tested whether the placebo effect can alter the way players perceive video games.
Console/PC, Indie, Design, Production, Business/Marketing

Free-to-play analysis: Clash of Clans and its competition 37
by Gamasutra Community [10.13.15]
Ramin Shokrizade takes apart Clash of Clans, Boom Beach, DomiNations and more to see what makes the genre tick -- from a free-to-play perspective.
Smartphone/Tablet, Design, Business/Marketing

Creativity as an open question: Random thoughts on The Beginner's Guide 6
by Kris Graft [10.13.15]
"This game feels like a game meant to either a.) discuss with another person, or b.) for one to sit and meditate on it by oneself. So I wanted to discuss the game with someone."
Console/PC, Indie, Design

Design 101: Balancing games 8
by Gamasutra Community [10.13.15]
"While the whole industry talks about 'balancing games' there is surprisingly little consensus on what that actually means. Debates run wild."
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: Alien: Isolation and the evolution of horror sim design 35
by Gamasutra Community [10.12.15]
SOMA's Thomas Grip tackles the latest Alien game in this classic 2014 post: "I think that horror simulation is the sort of design we want to strive for when making horror games."
Console/PC, Indie, Design

Dev makes all Black Ops 3 campaign levels playable from the get-go 7
by Alex Wawro [10.12.15]
This year's Call Of Duty game will have a single-player campaign that can be played however you like, as devs say traditional level progression is an 'archaic mentality' that's unnecessary.
Console/PC, Design

This Week in Video Game Blogging: From The Beginner's Guide to Prison Architect  
by Critical Distance [10.12.15]
This week, our partnership with game criticism site Critical Distance brings us topics ranging from the self-reflexivity of Davey Wreden's The Beginner's Guide to an analysis of the systems of Prison Architect.
Console/PC, Indie, Design

Mixing suspense, absurdity and FMV in A Stranger Comes Calling  
by Joel Couture [10.12.15]
Paul Franzen's FMV game A Stranger Comes Calling begins with a mysterious knock on the door. Then it spirals out in a lot of bizarre and hilarious directions.
Console/PC, Indie, Design, Video

The unlikely creative relationship behind Minecraft: Story Mode  
by Richard Moss [10.09.15]
How did Telltale and Mojang turn the ultimate sandbox game into a narrative adventure? By taking inspiration from stories that Minecraftplayers create...and from the movie Goonies.
Console/PC, Indie, Design, Video

Video: How video games can better handle feints and misdirection  
by Staff [10.09.15]
At GDC Europe 2015, TinyBuild's Mike Rose speaks to what video game designers can learn (and potentially steal) about bluffing and misdirection mechanics from the most devious board and card games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Don't Miss: The neuroscience driving survival horror game design 15
by Maral Tajerian [10.09.15]
How do survival horror games work on our brains? Neuroscientist M. Tajerian unpacks the mechanisms behind the scares in Amnesia, Dead Space and Silent Hill in this classic 2012 feature.
Console/PC, Indie, Programming, Art, Audio, Design

Blog: The secret to designing the perfect level? 4
by Gamasutra Community [10.09.15]
A journey through one game's design: "What you ultimately want to give to players is an ideal environment in which they can enjoy whatever you’d like them to experiment at its finest."
Console/PC, Indie, Design