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August 3, 2015
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August 3, 2015
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Updates » Design
Freddy's dev: Focus on your own success, don't tear others down 2
by Alex Wawro [07.29.15]
In a rare public post, Five Nights At Freddy's dev Scott Cawthon publicly admonishes his critics and asks 'haters' to turn their passion towards creating things, rather than tearing others down.
Indie, Design, Business/Marketing

Sponsored: Professional game development tools 4
by Dave Voyles, Sr Tech Evangelist, Microsoft [07.29.15]
Microsoft tech evangelist Dave Voyles runs down the tools that every professional game developer should know about.
Programming, Design, Production, Microsoft Sponsored

How a ragtag band of modders restored Star Wars KOTOR II Exclusive 8
by Bryant Francis [07.29.15]
How a ragtag band of rebel modders fleshed out crucial missing sequences in Obsidian's Knights of the Old Republic II, and how that material came to be incorporated into the official Steam version of the game.
Console/PC, Programming, Design, Exclusive

Devs mod Soda Drinker Pro to help stroke survivors recover  
by Alex Wawro [07.28.15]
Indie dev Will Brierly's sipping simulator Soda Drinker Pro has been repurposed as a physical therapy aid for stroke survivors after a chance encounter between Brierly and Myomo intern Sean Halloran.
Console/PC, Indie, Design

Video: How Blizzard built Reaper of Souls to redeem Diablo III 12
by Staff [07.28.15]
At GDC 2015 Diablo game director Joshua Mosqueira speaks frankly about the seismic shifts in gameplay design, core philosophy, itemization and rewards that Blizzard implemented to fix Diablo III.
Console/PC, Design, Video, Vault

Don't Miss: Why The Swindle only gives players 100 tries 6
by Phill Cameron [07.28.15]
Now that The Swindle is out, read our chat with dev Dan Marshall about his firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features
Console/PC, Indie, Design

A beginner's guide to writing for games 2
by Gamasutra Community [07.28.15]
A detailed workflow for cooking up a functioning game story. "No method can ever replace your individual experience and personality, quite the opposite: it must be used at your convenience to convey them into the story."
Console/PC, Design

GDC Europe EIGS Roundtable: What's the state of European indie dev?  
by Staff [07.28.15]
A few of the judges behind next week's second annual European Innovative Games Showcase at GDC Europe sit down to talk about what matters to European indie game makers.
Indie, Design, Business/Marketing, GDC, GDC Europe

What makes Symphony of the Night's level design so special? 4
by Gamasutra Community [07.28.15]
Symphony's level design, in general, has a clarity and consistency that never resurfaced with the same potency in the series since its release.
Console/PC, Design

On replayability: Emotion, mechanics, and necessity 4
by Gamasutra Community [07.28.15]
"Not every game needs to be replayable. ... itís not automatically, invariably a good thing, and something that developers should strive to work towards."
Console/PC, Indie, Design

Street Fighter for Designers: Top 8 Lessons from Evo 2015 Exclusive 4
by Patrick Miller [07.27.15]
The Evo Championship Series gives game designers a chance to see how fighting games try to create a rich, rewarding and diverse competitive play space. (And how players try to break it)
Console/PC, Design, Exclusive

Don't Miss: The visual guide to multiplayer level design 16
by Staff [07.27.15]
This highly visual 2014 guide to multiplayer level design, adapted from Ben Bauer's work at Crytek by Firefall designer Bobby Ross, gives you a timeless grounding in how team-based shooters work.
Indie, Design

Elegant balance changes: Keeping players from binging  
by Gamasutra Community [07.27.15]
"If you can keep players from feeling obliged to check a game every few minutes, or from feeling forced into huge daily binge visits, in certain reward contexts this is going to help players to have a much improved experience."
Console/PC, Social/Online, Design

This Week in Video Game Criticism: Why is Gotham so empty? 3
by Kris Ligman [07.27.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a Kill Screen review of Adam Sandler's Pixels to the strange emptiness of Arkham Knight's city streets.
Console/PC, Indie, Design

Are all players musicians? 8
by Gamasutra Community [07.27.15]
"The idea of the improvising 'gamer' as the chance element in a game music composition may not hold up in all games. But does it hold up in some?" Winifred Phillips provides examples, from Rez to Flower.
Console/PC, Audio, Design

Speeding along: Velocibox and the Malaysian indie scene 1
by Gamasutra Community [07.27.15]
"I'd say take pride in the game you are creating. Craft an experience with values and goals that matter to you, and you'll find your niche and an audience who share and appreciate your vision."
Console/PC, Indie, Design, Production, Business/Marketing

Free money, grocery bags, and Smarter Than You 2
by Gamasutra Community [07.27.15]
Jamie Madigan discusses the psychology of a game where "it cost YOU real money to give THEM bonus experience points and YOU got nothing out of it but warm fuzzies."
Smartphone/Tablet, Design

Chris Crawford advises devs: 'Don't settle for the same old crap' Exclusive 10
by Alex Wawro [07.27.15]
23 years after he charged out of the game industry with sword held high, Chris Crawford is still trying to revolutionize game development. Now, if he has his way, the revolution will be patronized.
Console/PC, Social/Online, Design, Exclusive

Telltale may not make games, but they do make magic 27
by Gamasutra Community [07.24.15]
Warren Spector on what defines a game, with The Walking Dead dev as example: "I think of them as some sort of interactive experience (obviously), but does that mean 'game?' I donít think so."
Console/PC, Design

Video: Your indie dev job can let you travel the world, so go do it 1
by Staff [07.24.15]
At GDC 2013 indie dev Colin Northway (Incredipede, Deep Under The Sky) shows you how to make and release games from anywhere and reminds fellow indies to get out and see the world.
Indie, Design, Production, Video, Vault