Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 10, 2015
arrowPress Releases
October 10, 2015
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Design
Microsoft reveals $3000 HoloLens Development Edition 10
by Chris Kerr [10.06.15]
Microsoft has revealed pricing details for the new dev-focused HoloLens Development Edition at today's Windows 10 event.
Console/PC, Design, Production, VR

What happened to PlayStation's first indie dev community? 7
by Dan Chamberlain [10.06.15]
‘Net Yaroze and the community around it was pretty much my whole life at the time,’ says Chris Chadwick, creator of the award winning Blitter Boy. ‘Sad, I know...but it was great!’
Console/PC, Indie, Programming, Art, Design, Production, History

Even Miyamoto feels the struggle for game balance  
by Christian Nutt [10.05.15]
"The more years that have passed, the gap between advanced and first-time players has become wider."
Console/PC, Design

When an architect designs a video game, you get Block'hood 4
by Chris Kerr [10.05.15]
Architect-turned-game-developer Jose Sanchez wants to understand why players are compelled to create by asking them to turn natural chaos into order in his neighborhood sim, Block'hood.
Console/PC, Indie, Design, Production

Video: Watch ten great European indie game talks in under an hour  
by Staff [10.05.15]
Check out the second annual GDC Europe Innovative Games Showcase, a curated exhibition of innovative and experimental games, with 10 microtalks from indie devs about new ways to design games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Don't Miss: A biometric study of how horror games affect players 13
by Joel Windels [10.05.15]
Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way.
Console/PC, Indie, Audio, Design

This Week in Video Game Blogging: Remastering for HD and MOBA Map Analysis 3
by Critical Distance [10.05.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from some practical advice for optimizing games for HD to a map analysis of the 'big three' in MOBAs.
Console/PC, Indie, Design

Classic Postmortem: Sierra Studios' Gabriel Knight 3 1
by Scott Bilas [10.05.15]
Sierra Studios' adventure game Gabriel Knight 3: Blood of the Sacred, Blood of the Damned debuted 16 years ago today. This detailed postmortem ran in a 2000 issue of Game Developer magazine.
Console/PC, Programming, Design

Attempting to define the RTS genre 13
by Gamasutra Community [10.05.15]
"Playing RTS can strengthen skills like self-analysis, critical thinking, planning and decision making, and reinforce a proactive, positive approach to life and adversity."
Console/PC, Design

Want to write a better game? Try watching some TV 5
by Alex Wawro [10.05.15]
Remedy Entertainment's Sam Lake takes a break from making Quantum Break to talk about how TV offers useful lessons on how to craft characters and plots within the constraints of a video game.
Console/PC, Design

'What YouTube channels/personalities do you watch to help you make better games?' 16
by Staff [10.02.15]
Do YouTubers help you make better games? To find out, Gamasutra took to Twitter to ask our followers: Who do you watch?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Get a job: Deep Silver Volition seeks a Senior System Designer  
by Staff [10.02.15]
Saints Row developer Deep Silver Volition is looking to bring on an experienced game systems designer (think player control, AI behavior, weapons, etc.) to work out of its Champagne, IL studio.
Console/PC, Design, Recruitment

Positional dungeon crawling 3
by Gamasutra Community [10.02.15]
"I don't think that positioning-based mechanics are easier to develop. They have more complex interactions. But they are easier to understand for the player."
Console/PC, Smartphone/Tablet, Indie, Design

Asymmetry in games 29
by Gamasutra Community [10.02.15]
"Where did this idea that you 'pick a guy' before a game begins come from in the first place? Chess, Go, and other ancient abstracts don't have that feature."
Console/PC, Design

Game design: How much is too much? 5
by Gamasutra Community [10.02.15]
'There’s a common mantra in games design, in fact, it’s something shared in the design of most things -- ‘Keep it simple'. This however directly conflicts with the urge most young designers feel."
Console/PC, Design

Streamlining controls: How I got to the right scheme 3
by Gamasutra Community [10.02.15]
"Previously, even experienced players, including myself, found it difficult to maneuver and aim. I had to make pretty dramatic changes to the fundamental way in which my game would control and play."
Console/PC, Smartphone/Tablet, Indie, Design

How to write compelling feature lists: Imperative verbs 8
by Gamasutra Community [10.02.15]
"What I’m here to share with you today is one simple little trick that’ll make players feel compelled to buy your game: Make your feature lists about the player’s experience while playing your game."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Talk about your failures so other devs can learn from them  
by Staff [10.01.15]
"The independent game space has a problem with failure," said indie dev Ashley Zeldin at GDC 2015. "When all we hear about are successes, that creates unrealistic expectations."
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Don't Miss: The postmortem of Treyarch's Tony Hawk's Pro Skater  
by Jamie Fristrom [10.01.15]
Former Treyarch developer Jamie Fristrom opens up in this classic 2000 feature about the ups and downs of porting one of the most successful PlayStation games of 1999 to Sega's Dreamcast console.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Opinion: 'Interactive fiction' is just another way of saying 'game' 20
by Katherine Cross [10.01.15]
Columnist Katherine Cross applies a critical lens to the old game/non-game debate surrounding interactive fiction.
Smartphone/Tablet, Indie, Serious, Design