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April 18, 2015
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Updates » Design
Gamification, rewards, and learning 2
by Gamasutra Community [04.13.15]
"Gamification is not something we should fear or despise, but it is a tool that should be used carefully and intelligently. Rewards and challenges are the way we learn."
Smartphone/Tablet, Design, Business/Marketing

Blog: New games with old names - Why I got back into Call of Duty 1
by Gamasutra Community [04.13.15]
"Sure you can make a new 'game' but if you don't introduce something new for your players to experience, you're just another reskinned title."
Console/PC, Design

'Do you think voice chat is critical to multiplayer online game design?' 23
by Christian Nutt [04.10.15]
Nintendo has decided not to include it in its upcoming team shooter Splatoon -- but what's your take? And are other forms of communication more effective? Game devs speak!
Console/PC, Design

Video: Building fear in Alien: Isolation  
by Staff [04.10.15]
Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how the game was built to emulate a "haunted house in space" and how Creative Assembly used sights and sounds to evoke dread.
Console/PC, Art, Audio, Design, Video, Vault

Don't Miss: 13 basic principles of gameplay design 17
by Matt Allmer [04.10.15]
EA and Page 44 veteran Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games in this classic 2009 design feature, adding his own new principle along the way.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: A living guide to the GDC vault 8
by Gamasutra Community [04.10.15]
A project from Schell Games developers to rate GDC Vault talks by quality, "in the hopes that it will help you find the gold nuggets in the vast expanse that is the GDC Vault."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Bloodborne: You are the experience points 36
by Tim Rogers [04.10.15]
Tim Rogers takes us on a tour of Bloodborne's design -- and that of the Souls series, while he's at it -- to explain what makes the games work as well as they do.
Console/PC, Design

16 reasons players are leaving your game 7
by Gamasutra Community [04.09.15]
"On average, less than 40% of players return to a free-to-play game after just one session. These notes are a collection of potential reasons why your players might leave the game."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Cheating Death: Accommodating player failure and recovery Exclusive 3
by Phill Cameron [04.09.15]
We talk to Clint Hocking, Chris Avellone and Michael De Plater about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production, Exclusive

Listen to the Electroplankton designer's unreleased SNES music game 1
by Alex Wawro [04.08.15]
An anonymous agent has made a choice piece of game industry history available to the public by buying a copy of Toshio Iwai's unreleased SNES music game Sound Fantasy and sharing it with the world.
Console/PC, Design, Production, Video

Don't Miss: The designers of Deus Ex and Thief talking shop at GDC 1
by Staff [04.08.15]
Deus Ex designer Warren Spector and Thief designer Doug Church grill each other on stage at GDC 2002 about their design decisions and how to talk shop without destroying the "magic of game creation."
Console/PC, Design

Design test: Improving rock, paper, scissors 19
by Gamasutra Community [04.08.15]
"The Test is something I've developed to help me figure out what, if any, this prospective team member's strengths are as a designer or developer: to improve the game of Rock, Paper, Scissors."
Console/PC, Design

Don't Miss: What The Witcher taught CD Projekt about RPG design Exclusive 14
by Tom Curtis [04.07.15]
The joint CEO and studio head of CD Projekt Red reflect on the lessons learned from the development and release of The Witcher 2 in this classic interview.
Console/PC, Art, Design, Production, Exclusive

Video games are broken toys 35
by Gamasutra Community [04.07.15]
"I only know one sure-fire way to break a toy. Toys are very simple, and thus, very durable. Just about anything you can imagine can work in a toy, except for one thing."
Console/PC, Indie, Design

5 misconceptions about UX design in video games 5
by Gamasutra Community [04.07.15]
"UX explores how it is like for the target audience (the players) to experience your game. It uses neuroscience and psychology knowledge to make sure that the game has good usability and is immersive."
Console/PC, Indie, Design

The game is the boss: A Resogun postmortem 6
by Harry Krueger [04.07.15]
This incredibly detailed postmortem, written by Resogun lead programmer Harry Krueger, offers a look behind a huge number of technical and creative decisions behind the popular shooter.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Gameflow: Comebacks, advantages, and entropy in competitive games 5
by Gamasutra Community [04.06.15]
"Gameflow. Make it interesting and worth the players' time. In my opinion, there is not a lot of deviation and playroom from curve of these good examples."
Console/PC, Indie, Design

Don't Miss: The creative process that drives Valve's writers Exclusive 12
by Kris Graft [04.06.15]
In this classic chat, Valve writing lynchpins Marc Laidlaw and Eric Wolpaw dig into the narrative structure and pithy quips driving critically feted games like Half-Life 2, Portal, and Left 4 Dead 2.
Console/PC, Design, Exclusive

This Week in Video Game Criticism: From Stick Shift to Nintendo's lenticular design 1
by Kris Ligman [04.06.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the lenticular design of Nintendo games to the (literal) autoeroticism of Robert Yang's Stick Shift.
Console/PC, Indie, Design

Video: Creators deliver a classic postmortem of Star Control  
by Staff [04.06.15]
Long-time developers Fred Ford and Paul Reiche III took the stage at GDC 2015 to deliver a candid postmortem on the creation of their seminal Star Control and Star Control II space adventure games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault