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February 7, 2016
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Updates » Design
Designing zero-gravity virtual reality in Adrift 3
by Chris Kerr [12.18.15]
Three One Zero discuss the challenges of designing a VR experience set in a gravity-free game environment.
VR, Console/PC, Design, Video

Best of 2015: A game dev letter series about The Beginners Guide 1
by Liz England, Samantha Kalman [12.17.15]
Sentris developer Samantha Kalman and Insomniac Games designer Liz England exchange fascinating insights on The Beginner's Guide, and what it means to be a creator who happens to makes games.
Console/PC, Indie, Design

Gamasutra's Best Of 2015: Simon Carless' Top 5 Games  
by Simon Carless [12.17.15]
The top 5 games of 2015 from Gamasutra and GDC's EVP Simon Carless - featuring a one-man RPG, a AAA rock-fest, and a bunch more besides.
Console/PC, Smartphone/Tablet, Indie, Design

How Oxenfree's narrative unfolds like a free-flowing conversation  
by Bryant Francis [12.17.15]
Night School Studio's Oxenfree is an interactive ghost story in which a player's contributions to the constant flow of conversation can shape the direction of the story.
Console/PC, Indie, Design, Production, Video

Gamasutra's Best of 2015: Brandon Sheffield's most surprising 90s games 6
by Brandon Sheffeld [12.16.15]
There's nothing wrong with contemporary games. Well, there might be something wrong with some of them, but I don't have time to get into it. Regardless, what's right and wrong with 90s games has a lot more appeal to me.
Console/PC, Design, Production, Business/Marketing

Best of 2015: An oral history of developing Deus Ex 5
by Alex Wawro [12.16.15]
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 more about how they developed it -- and what it did to them.
Console/PC, Programming, Audio, Design, Production

David Brevik will deconstruct Diablo in a GDC 2016 Classic Game Postmortem  
by Staff [12.16.15]
Diablo creator and veteran game designer David Brevik will be delivering a Classic Postmortem of Blizzard North's seminal action-RPG at GDC 2016 in March!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Gamasutra's Best of 2015: Alex Wawro's Top 5 Games  
by Alex Wawro [12.16.15]
From Bloodborne to Her Story, Gamasutra editor Alex Wawro continues our end-of-the-year series by sharing his thoughts on some of his favorite games of 2015. Brace for opinions.
Console/PC, Indie, Design

Watch 5 examples of good game design from 2015  
by Staff [12.16.15]
Mark Brown, host of the YouTube channel Game Makerís Toolkit, posted a worthwhile video this week highlighting a handful of interesting game designs that emerged in 2015.
Console/PC, Indie, Design, Video

Blog: There is no such thing as game design 6
by Gamasutra Community [12.16.15]
"There is no such thing as game design. It's an abstract idea that is very hard to learn, teach or pass on to. It's hard to define and there's nothing like it to the point it feels like it doesn't exist."
Indie, Design

Erin Robinson Swink tapped as creative director of UC Santa Cruz game masters program  
by Christian Nutt [12.15.15]
The independent developer (Gravity Ghost, Puzzle Bots) joins the faculty of the respected Northern California video game program at the University of California at Santa Cruz.
Console/PC, Smartphone/Tablet, Indie, Design, Student/Education

Miyamoto on action game design and difficulty  
by Christian Nutt [12.15.15]
"One of the issues with action games is how to make something that can be enjoyed by all skill levels... the best method is when the player can adjust the difficulty himself while playing."
Console/PC, Design

Best of 2015: Honest tales from the trenches of AAA game writing 4
by Bryant Francis [12.15.15]
Game writers TJ Fixman, Marianne Krawczyk, and Tom Bissell gathered on a panel moderated by Naughty Dog creative director and writer Neil Druckmann to talk the craft of game writing.
Console/PC, Design, Production

Gamasutra's Best of 2015: Christian Nutt's Top 5 Games 4
by Christian Nutt [12.15.15]
Christian Nutt shares his top 5 games for 2015 -- and games big and small make the cut. What holds them together? An attention to exploring existing game designs in new ways.
Console/PC, Smartphone/Tablet, Design, Production

Video: Balancing the metagame in eSports and fighting game design  
by Staff [12.14.15]
At GDC 2015 Spry Fox's Alex Jaffe shares a practical approach for using game theory and matchup charts to suss out the imbalances in competitive games, so you can take steps to balance their metagame.
Console/PC, Social/Online, Indie, Design, Video

Best of 2015: The undying allure of the Metroidvania 18
by Christian Nutt [12.14.15]
Gamasutra's Christian Nutt speaks to a swath of developers about the "Metroidvania" genre -- what drew them to it, and its potential. Includes new comments from Symphony of the Night's Koji Igarashi, too.
Console/PC, Design

This Week in Video Game Blogging: Why game jams matter  
by Critical Distance [12.14.15]
This week, our partnership with game criticism site Critical Distance brings us picks on topics ranging from tips for new game masters to why game jams are important for bringing new perspectives into the industry.
Console/PC, Smartphone/Tablet, Indie, Design

Here are your Design, Nuovo and Student award juries for IGF 2016  
by Staff [12.14.15]
The juries behind the GDC 2016 Independent Games Festival come together as a diverse lineup of lauded developers and industry professionals sign on to decide the finalists for the March awards.
Indie, Art, Design, IGF

What tabletop games can teach video games about 'wandering' 2
by Katherine Cross [12.14.15]
Roaming around an open world RPG like Falllout 4 can get boring when you run out of stuff to kill. Tabletop games like Fall of Magic and Tokaido show how we can make travel meaningful through play.
Indie, Design, Video

The unique and solitary story of Pinstripe  
by Konstantinos Dimopoulos [12.14.15]
"Everything has been done by me, including music, illustration, design, and marketing,"says Thomas Brush. "I'm hopeful that the cohesiveness and personality shine through in the game as a result."
Indie, Programming, Art, Design, Production, Video