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Updates » Design
Don't Miss: A deep dive into the save system of Alien: Isolation 15
by Gary Napper [04.26.16]
In this classic Game Design Deep Dive, Creative Asesmbly's Gary Napper explains how going "old-school" with game saves (they're manual!) created a sorely-needed sense of tension in Alien: Isolation.
Console/PC, Programming, Design

Making protective classes fun in a combat game 2
by Bryant Francis [04.26.16]
"Taric’s update is a good opportunity to examine what makes being a non-combat player in a combat heavy game 'fun,' and why League of Legends benefits from making these characters avoid the ‘healer’ trope."
Console/PC, Social/Online, Design

The pros and cons of collectible card game-based design  
by Gamasutra Community [04.26.16]
"A big part of CCGs is letting the player personalize their experience. The most straightforward approach is having a deck or deck-like system that the player picks and chooses from." It doesn't end there, though.
Console/PC, Smartphone/Tablet, Indie, Design

Blog: The unique monetization hooks of Slotomania 2
by Gamasutra Community [04.26.16]
"So in essence Slotomania creates an IAP that follows the mental model of a ‘Piggy Bank’ in real life. The player sees his efforts = Winnings + Time spent in the game increments the amount of coins the pig holds."
Smartphone/Tablet, Design

How The Witcher 3's card game within a game was brought to life  
by Bryant Francis [04.26.16]
CD Projekt Red's Damien Monnier and Rafal Jaki explain the background of The Witcher 3's collectible card game Gwent.
Design, Production, Video

Postmortem: Stardock and Oxide Games' Ashes of the Singularity 5
by Brad Wardell [04.26.16]
What went right, and wrong, with Stardock's recently-published RTS Ashes of the Singularity? Studio chief Brad Wardell breaks down the ups and downs, and reflects on the value of game postmortems.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Bursting out onto the world stage: Masquerada and Singaporean design 14
by Katherine Cross [04.25.16]
For creative director Ian Gregory Tan, isometric RPG Masquerada is not just about high fantasy, but also about debuting Singapore's artistic side to the world. 
Design, Video

Don't Miss: The top 10 weird children of games and neuroscience 26
by Erin Robinson [04.25.16]
In this classic 2011 feature, indie game developer and former neuroscience researcher Erin Robinson takes a look at ten notably interesting studies to see what they can teach us, as game makers.
VR, Console/PC, Social/Online, Smartphone/Tablet, Serious, Design

Game design methods: Finding a path through the dark woods of design 1
by Gamasutra Community [04.25.16]
A discussion about the current state of video game design, trends, and good practices, from an experienced game maker.
Console/PC, Design

How Supergiant Games aggressively prototyped its way into Pyre  
by Bryant Francis [04.25.16]
Supergiant Games newest game Pyre makes a big change from how its other games are played, we spoke to creative director Greg Kasavin about how they brought it to life.
Design, Production, Video

3 solutions to 3 problems in interactive fiction 11
by Gamasutra Community [04.25.16]
"The player's need to examine the text for gameplay clues wrecks the emotional effects the author works to build." That's just one problem for writing for games -- but here are some solutions.
Console/PC, Smartphone/Tablet, Indie, Design

No escape: Zero Time Dilemma and the narrative design of Kotaro Uchikoshi 2
by Christian Nutt [04.25.16]
A question and answer session with Zero Escape director Kotaro Uchikoshi, which aims to get further insight into how his wildly creative and intricate narrative-based games take form, as he prepares the series' latest entry.
Console/PC, Design

Don't Miss: What Magic: The Gathering teaches us about game design 34
by Will Luton [04.22.16]
In this classic feature, Will Luton deconstructs the original collectible card game, Magic the Gathering, and the important lessons it holds for today's video game designers.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Getting creative with paper map design 2
by Gamasutra Community [04.22.16]
"When designing a new map for your game, it can be extremely difficult, sometimes paralyzing, just trying to figure out where to start." Try this.
Console/PC, Design

It's not actually poop: A look at Slime Rancher's 'plort' system 1
by Kris Graft [04.22.16]
Monomi Park's Slime Rancher is bright, bubbly, and requires players to collect the byproduct of cute slime creatures. Studio cofounder Nick Popovich chats to us about the game's resource and currency system.
Console/PC, Design, Video

Narrative design tips I wish I'd known 2
by Gamasutra Community [04.22.16]
"I decided to share a few tips for up and coming storytellers: the four things that I most wish I had known as a burgeoning writer and narrative designer. Hopefully they'll help you with your current project."
Console/PC, Design

A VR primer, via prototype: Building Bouncing Babies VR in 72 hours 1
by Gamasutra Community [04.22.16]
On diving into VR dev and learning fast: "I finally got my HTC Vive and I couldn't wait to test out some VR concepts I saw at GDC. I chose this concept because it hits a number of core virtual reality game design issues."
VR, Console/PC, Design

Simple, but incredibly filling: Devs weigh in on Stephen's Sausage Roll 9
by Phill Cameron [04.22.16]
"It's the only time I've ever felt scared looking at a puzzle," says Bennett Foddy of QWOP and Super Pole Riders. "And it's nothing more than an artful arrangement of sausages."
Console/PC, Indie, Design, Business/Marketing, Video

Get a job: Schell Games is hiring a Project Design Director  
by Staff [04.21.16]
I Expect You To Die developer Schell Games is looking for an experienced designer to take a lead role directing others in a variety of projects at its studio in Pittsburgh, Pennsylvania.
Console/PC, Design, Recruitment

How Australia's indie scene is rising from the ashes of AAA development  
by Alex Wawro [04.21.16]
A recent Polygon report sheds light on how some developers are banding together to try and make their own things instead of chasing after outsourced work from offshore publishers.
Indie, Design