Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 27, 2016
arrowPress Releases

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

Updates » Design
Game studio hits Hasbro with cloning lawsuit 4
by Chris Kerr [10.24.16]
"Peak Games has filed a copyright infringement lawsuit against Hasbro and Backflip Studios for taking Peak’s popular game, Toy Blast, cloning it, and cloaking it under the My Little Pony brand."
Smartphone/Tablet, Design, Business/Marketing

The attempts to bring 'AAA quality' games to mobile - and why they're failing 25
by Gamasutra Community [10.24.16]
After my first post about the tech arms race in the triple-A space, I ponder why the same mindset isn't prevailing in mobile games.
Smartphone/Tablet, Design, Business/Marketing

Video Game Deep Cuts: Mario's Hard Indiepocalypse  
by Gamasutra Staff [10.23.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Mario speedrunning, the state of 'indiepocalypse', & why it's hard to make games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: Sid Meier's psychology of game design  
by Staff [10.21.16]
"Everything you know is wrong."
Console/PC, Design, Video, Vault

Don't miss: 7 horror games (plus some movies) every designer should study 20
by Staff [10.21.16]
Gamasutra speaks to a handful of game developers from across the industry (and the world) to get their recommendations on what horror games designers should play -- and why.
Console/PC, Indie, Design

Blog: A postmortem of '90s dating sim, Phosphorus Dating  
by Gamasutra Community [10.21.16]
A quick postmortem of Phosphorus Dating, an award-winning dating simulation game created for JS13K competition
Console/PC, Programming, Design, Production

NYU Game Center announces scholarship for women pursuing game dev 1
by Alissa McAloon [10.21.16]
The scholarship will cover tuition for three students over the next six years, starting in Fall 2017.
Indie, Programming, Art, Design, Production

Come out to VRDC and get tips on telling great stories in VR  
by Staff [10.21.16]
At the inaugural standalone Virtual Reality Developers Conference this November, Soap Collective's Logan Dwight will be presenting an engaging presentation about VR tale-telling. Don't miss it!
VR, Design

Dont miss: The history of Civilization 1
by Benj Edwards [10.21.16]
"The story of Civ's genesis is neither simple nor straightforward. It's clear that a large confluence of inspirations ultimately combined in Meier's brain to form Civilization."
Console/PC, Programming, Design, Production

Blog: Designing levels for Moveless Chess   
by Gamasutra Community [10.21.16]
"This is the first post of a series about designing levels for Moveless Chess, an innovative new puzzle game by Beavl."

Blog: Probability problems in game design 3
by Gamasutra Community [10.21.16]
Probability can be a double-edged sword for making games unpredictable, and today's post looks at how lady luck can change a game's design.

How Zach Gage breaks all of the rules in Really Bad Chess 5
by Stefanie Fogel [10.21.16]
“What if I pulled out the core balance and fairness of chess, and just threw in a lot of random pieces very haphazardly? My friend joked that that would be really bad chess, and the name stuck.”
Smartphone/Tablet, Indie, Design

Switch marks the end of Nintendo's mainstream console aspirations (and that's ok) 5
by Kris Graft [10.20.16]
The Switch marks the end of Nintendo's mainstream home console aspirations, and not only is that totally ok, but it also makes sense. 
Console/PC, Design, Business/Marketing, Video

Do you want to make a game for the Nintendo Switch? 1
by Bryant Francis [10.20.16]
We polled developers on Twitter to see just how interested they were in the idea of making games for Nintendo's new hybrid console.
Console/PC, Design

Don't Miss: A postmortem of Dinosaur Polo Club's Mini Metro 9
by Staff [10.20.16]
Since Mini Metro just released for iOS and Android, take a look back at this postmortem from dev Peter Curry for a closer look at what went into creating the endearing subway-based puzzle game.
Console/PC, Indie, Audio, Design, Production, Business/Marketing

Learn about the future of VR/AR from HTC, Intel and ARM at VRDC!  
by Staff [10.20.16]
Cutting-edge companies like HTC, Microsoft and Intel are sponsoring in-depth talks about everything from where VR is now to where it's going -- and how developers can make the most of it -- at VRDC!
VR, Programming, Design, Production

Why Nidhogg 2 ditches the minimalism of the original 4
by Joel Couture [10.20.16]
The 2014 Nidhogg was a minimalist duel between two monochromatic stick figures. The sequel adds more graphical detail and more weapons, but tries to maintain the accessible simplicity of the original.
Console/PC, Indie, Art, Design, Video

Uncharted 4 artist shares tips on making your game more readable 3
by Alex Wawro [10.19.16]
Naughty Dog's Martin Teichmann sheds light on how environment artists approach their work, and the thought that goes into crafting virtual worlds so that players will forget they're fake.
Console/PC, Art, Design

How is Slayer Shock similar to Westworld? 1
by Bryant Francis [10.19.16]
Today we streamed Minor Key Games' Slayer Shock in order to talk about different kinds of narrative design and make comparisons to HBO's Westworld.
Console/PC, Design, Video

Blog: Making the most of your game jam 1
by Gamasutra Community [10.19.16]
"Going into your first game jam, or maybe your last one didn't go as expected? Here's some advice from experience on how to stay calm and walk away feeling fulfilled."
Design, Business/Marketing