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December 20, 2014
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December 20, 2014
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Updates » Design
Shadow of Mordor - 'The first open narrative game', says Ken Levine 13
by Christian Nutt [12.16.14]
"It's chess meets Hamlet. Okay, maybe not Hamlet. But it's a start," says the BioShock creative director, as he pushes toward his own narrative technology.
Console/PC, Design

It came from the consoles: Console game design vs. mobile input 3
by Gamasutra Community [12.16.14]
"It's not easier to make mobile games, it's just different. Especially if you want to keep making the same games you've made before. I really like the challenge itself and I definitely hope to see a solution in the future."
Console/PC, Smartphone/Tablet, Indie, Design

Loot drop best practices 7
by Gamasutra Community [12.16.14]
Daniel Cook drops loot design knowledge: "Many games have loot. Usually this drops randomly. Here are some best practices I've encountered over the years."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Q&A: Inside Papers, Please's journey through the Apple approval process Exclusive 1
by Phill Cameron [12.16.14]
After releasing Papers, Please on iOS, we talk with Lucas Pope about the process of porting, and Apple's issue with the game's nudity.
Smartphone/Tablet, Design, Business/Marketing, Exclusive

Blog: Takeaways from MITx's game design course 3
by Gamasutra Community [12.16.14]
"I followed the coursework, finishing with pages of notes and heard some interesting stories. The advice proffered includes many of the the lessons I learnt the hard way."
Console/PC, Design

This Week in Video Game Criticism: Game Dev in the Ukraine and Authenticity in Tomb Raider 3
by Lindsey Joyce [12.15.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Lindsey Joyce on topics ranging from a review of Tomb Raider by an archaeologist and the plight of developers in Ukraine.
Console/PC, Indie, Design

Best of 2014: Carmack reveals the challenges of mobile VR game dev 17
by Alex Wawro [12.15.14]
Gamasutra speaks to Oculus CTO John Carmack to learn more about how Oculus' new Mobile SDK works and what it means for developers who are currently making -- or thinking about making -- VR games.
Smartphone/Tablet, Programming, Design, Production

Design rant: In-game logic 11
by Gamasutra Community [12.15.14]
When games don't make sense, and how to fix it: "The big problem with keeping your rules consistent is finding out if and where your rules conflict with one-another."
Console/PC, Indie, Design

RPG design: Controlling the stream of mana in order to empower the player 15
by Gamasutra Community [12.15.14]
"Can we find a balance? Is there a way to give the player a long series of fights that have a continuity of resources between them, and yet each fight is interesting in and of itself?"
Console/PC, Design

What we use to make our 2D games 6
by Gamasutra Community [12.15.14]
"There are a ton of choices out there. My team and I always found it particularly helpful when other gaming companies revealed the development environment setup they found useful."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Betting our $10M-selling game on the future of interactive education 2
by Gamasutra Community [12.15.14]
"High School Story has been a big success: it hit #10 on the iPhone charts, stayed in the Top 150 for a year, and generated over $10 million in sales... and we're adding a fully formed learning feature."
Smartphone/Tablet, Serious, Design, Business/Marketing

Blog: How Peggle Blast employs a most hated F2P tactic 14
by Gamasutra Community [12.15.14]
"Peggle Blast offers the player to buy extra moves instead of giving up when they are about to lose a level. But the presentation of this feature uses a trope I find annoying and disrespectful as a player."
Smartphone/Tablet, Design, Business/Marketing, Mobile Games

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Unrealistic expectations for realism in games 26
by Gamasutra Community [12.12.14]
How the pursuit of realism can shut down the player's imagination -- with a look at the evolution of the Silent Hill and Final Fantasy series, among others.
Console/PC, Art, Design

Localization can be hard but fun: Getting Ace Attorney into English 1
by Christian Nutt [12.12.14]
"I think [Ace Attorney] is really interesting because the translator has to step up, otherwise it's just not going to work. It's great to have projects like that. They keep you sane."
Console/PC, Design, Production

How leaderboards entice players, and how to create them 5
by Gamasutra Community [12.12.14]
"Being cognizant of your game's goals and understanding your game's audience and their goals, providing different types of leaderboards can create incredibly strong impulses to play."
Console/PC, Smartphone/Tablet, Indie, Design

Best of 2014: Breaking the NES for Shovel Knight 20
by Gamasutra Community [12.12.14]
Yacht Club Games programmer David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Design

Why fear should be easy in games (but isn't) 14
by Gamasutra Community [12.12.14]
"On the surface of it, fear (as a narrative device) is a pretty simple concept, and one that fits really well with video games... but there are a number of difficulties."
Console/PC, Indie, Design

Captain Toad and the core of Nintendo game design 22
by Christian Nutt [12.12.14]
What makes Captain Toad special -- what sets it apart? And how does it fit into Nintendo's body of design work? This blog by Christian Nutt offers an answer.
Console/PC, Design

What games can learn from the engagement layers of Papers, Please 9
by Gamasutra Community [12.12.14]
"Papers, Please gets players engaged in the idea of document checking by designing more than just a reward structure, but layering rewards to weave a complex and difficult context around making a very simple decision."
Console/PC, Smartphone/Tablet, Indie, Design