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July 7, 2015
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July 7, 2015
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Updates » Design
Video: How Disney designs VR experiences for themeparks  
by Staff [06.30.15]
Walt Disney Imagineering was one of the original VR pioneers in the late 1980s, and at GDC 2015 Imagineer Bei Yang shared lessons learned from 20 years of crafting VR experiences.
Console/PC, Social/Online, Design, Production, Video, Vault

Elder Scrolls Online creative chief steps down to join Gearbox 2
by Alex Wawro [06.30.15]
Longtime designer Paul Sage recently stepped down as creative director of Zenimax Online Studios' Elder Scrolls Online MMORPG and returned home to Texas to take on a similar role at Gearbox.
Console/PC, Design

Free-to-play evolution: It's all about adapting to the ride 3
by Gamasutra Community [06.30.15]
"With massive downloads, the user behaviour is spread across a wide set of personas, players with different skill levels, experience and expectations from the game. How do you cater to them all?"
Console/PC, Smartphone/Tablet, Design

Opening new windows into player choices 2
by Gamasutra Community [06.30.15]
A design tool for giving players a new window into the choices your game offers: Mike Stout walks you through how you can offer players ways into your game systems.
Console/PC, Design

Come out to GDC Europe and learn how Cities: Skylines was made  
by Staff [06.30.15]
Leading experts discuss best practices for developing mobile games for the Chinese market, and Colossal Order deconstructs its hit city-builder Cities: Skylines at GDC Europe in Cologne, Germany this August.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

6 metrics for better game narrative 2
by Gamasutra Community [06.30.15]
Former BioWare writer Alexander Freed: "Game metrics are nothing more or less than a way of increasing your understanding of your audience."
Console/PC, Design

How a Hellraiser tie-in became Super 3D Noah's Ark 4
by Gabe Durham [06.30.15]
This excerpt from Gabe Durham's terrific book on the game Bible Adventures lays out the backstory on one of the most unusual FPS games ever made.
Console/PC, Design, History, Video

5 in-game events all free-to-play games should track  
by Gamasutra Community [06.30.15]
"Having granular details of how players interact with different elements in your game allows you to really understand how itís performing and what specific areas you need to concentrate on."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

It's all about retention  
by Gamasutra Community [06.30.15]
What every F2P game needs, and how to get it: "In all its simplicity, retention is a fancy word for describing people coming back to your game. Good retention means you've got people playing."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Building a narrative out of push notifications in Lifeline 3
by Bryant Francis [06.30.15]
3 Minute Games set out to make a simple text adventure. They ended up hitting upon a killer app for gaming on the Apple Watch.
Smartphone/Tablet, Design

Video: The physics of proper pole control in Super Pole Riders 1
by Staff [06.29.15]
At GDC 2015, Bennett Foddy talks about the problems he faced in designing the physics of the pole-vaulting and ball-kicking mechanics in his fiendish multiplayer game Super Pole Riders.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Blizzard's Diablo II postmortem, 15 years later 4
by Erich Schaefer [06.29.15]
15 years ago this week, Blizzard released Diablo II. Celebrate by reading EP Erich Schaefer's account of what went right and wrong during development of one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing

Taking your game the direction it wants to go, and finding an audience 2
by Gamasutra Community [06.29.15]
A postmortem of Lemma, a first-person, voxel-based game which evolved during its production and eventually found an audience on Steam, thanks, in part, to YouTubers.
Console/PC, Indie, Design, Production, Business/Marketing

Rewarding failure, and focusing on control in platformer design 12
by Gamasutra Community [06.29.15]
Rude Bear Resurrection focuses on tight control and on letting players -- all players -- make it through its masocore gameplay experience. Developer Alex Rose details both in this blog.
Console/PC, Indie, Design

This Week in Video Game Criticism: What's old is Shenmue again  
by Kris Ligman [06.29.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from reactions to Shenmue 3's Kickstarter to Tale of Tales' decision to take a break from game development.
Console/PC, Indie, Design

Why did the ending of Mass Effect 3 sink the audience's opinion of the whole series? 4
by Gamasutra Community [06.29.15]
"One has to wonder if the game would have benefitted from some kind of more enjoyable coda or epilogue. Going into that fun experience for just a few minutes might have made a large difference."
Console/PC, Design

6 lessons from developing Schell Games' VR project, I Expect You To Die 16
by Gamasutra Community [06.29.15]
Jesse Schell shares what he and his team learned while developing VR spy thriller I Expect You To Die -- created after his years of experience in the medium, dating back to the 1990s.
Console/PC, Indie, Design, VR

Innovative VR ideas from Oculus jam winner Bazaar  
by Gamasutra Community [06.26.15]
Bazaar won a silver prize at the Oculus VR jam, and now its developers share ways the 100% gaze-controlled game leads the player -- techniques you could use in your own VR game.
Console/PC, Indie, Design, VR

Get a job: Hangar 13 is hiring an experienced Level Architect 1
by Staff [06.26.15]
Novato-based Hangar 13, the newest 2K Games studio, seeks a seasoned level architect to join the team working on designing 3D environments and optimizing game levels in its Novato, CA offices.
Console/PC, Design, Recruitment

Don't Miss: Classic Easter egg saboteurs, smugglers and stowaways 16
by Jamey Stevenson [06.26.15]
Developer Jamey Stevenson examines how and why Easter eggs came to be hidden in games from the likes of Maxis, Naughty Dog, Nintendo and Atari in this classic 2011 feature.
Console/PC, Design, Business/Marketing