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February 7, 2016
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February 7, 2016
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Updates » Design
Video: Designing games for infinite play 9
by Staff [01.29.16]
At GDC 2015 Richard Lemarchand hops onstage to deliver a†talk that investigates the game design potential of 'open play' -- play that does not necessarily result in an outcome of victory or defeat.†
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Game design in episodic games  
by Gamasutra Community [01.29.16]
"Two families of game mechanics can be considered for episodic games: Adventure game mechanics and action game mechanics. We find them in different mixes in nearly all episodic games because of their strong storytelling dimension."
Console/PC, Smartphone/Tablet, Design

6 predictions for mobile games in 2016 4
by Gamasutra Community [01.29.16]
"I don't predict there to be huge changes in 2016. I do believe, however, that core games will affect the mid-core market, though in a way they didn't expect."
Smartphone/Tablet, Design, Business/Marketing

Road to the IGF: Steel Crate Games' Keep Talking and Nobody Explodes  
by Kris Graft [01.29.16]
"We decided to make a VR game where the spectators could be involved in some way and really take advantage of the differing viewpoint they had," says Ben Kane of Steel Crate Games.
VR, Indie, Design, Video, IGF

5 tips for the Global Game Jam 1
by Gamasutra Community [01.29.16]
"During the past four years, I've served as a judge at various locations. Each year, I see teams running into the same problems, causing them to miss their objectives. So here are some tips to help you get around those blockers."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The burrito that wraps up excellent VR design fundamentals 1
by Kris Graft [01.28.16]
In a typical video game, to exit a play session you press the start button, and select "exit" from a menu. In Owlchemy Labs' VR game Job Simulator 2050, I ate a burrito to quit the game.† † † † † † † † † † † † † † † † † † † † † † † † † †
VR, Design

Road to the IGF: Star Maid's Cibele  
by Chris Baker [01.28.16]
'It would be easy to make myself look cool in a game about myself, but that's not my goal,' says Nina Freeman. 'I want to be honest, which doesn't always make me look cool in the game story.'
Indie, Programming, Art, Audio, Design, Production, Video, IGF

Why racing games aren't winning on mobile 1
by Gamasutra Community [01.28.16]
"Need for Speed: No Limits is stuck in its low spot on the top 100 grossing chart, with only occasional bumps to top 50, which are driven by in-game events and sales."
Smartphone/Tablet, Design, Business/Marketing

Tips and advice for VR, from Steam VR game devs 3
by Kris Graft [01.28.16]
We spoke with several game developers at Valve's Steam VR event this week, about lessons and advice for VR game development.
VR, Design, Production

Releasing an indie game on 3 consoles at once and failing financially 25
by Gamasutra Community [01.28.16]
"Sure, the game only generated a fraction of what we spent on it, but weíve learned a lot. Now itís time to get up, dust off our shoulders and get the creative juice flowing again!"
Console/PC, Indie, Design, Production, Business/Marketing

Doom's user-gen mode, SnapMap: It's not mods, but here's what it is  
by Christian Nutt [01.27.16]
This year Doom, the latest game in the storied franchise, will arrive on PC and consoles -- without mods. But id hopes that its SnapMap custom building system will be just as good.
Console/PC, Design, Business/Marketing

Video: From Jem to Castleville -- a 'truly outrageous' narrative postmortem  
by Staff [01.27.16]
As part of GDC 2015's Narrative Summit, Jem and the Holograms creator Christy Marx takes to the stage to share learnings from crafting narrative within mobile games.
Smartphone/Tablet, Design, Video, Vault

Don't Miss: The Witness artist reminds us to keep it simple, stupid 8
by Alex Wawro [01.27.16]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio in this classic 2014 feature.
Console/PC, Indie, Art, Design

Why you shouldn't skimp on your game audio: A producer's perspective 12
by Gamasutra Community [01.27.16]
"Donít half-ass your game audio. Think of the games that influenced you and how they were such epic experiences on account of the great music they had. Donít you want the same for your game?"
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production

Road to the IGF: Superhot Team's Superhot  
by Bryant Francis [01.27.16]
'The core design of the FPS was largely unchanged since the original Doom. Itís nice to see that players want more innovation in the genre than auto-regenerating health instead of med-kits.'
Indie, Design, Video, IGF

Navigation nodes in 3D level design  
by Gamasutra Community [01.27.16]
"What I call 'nodes,' in the context of level design, is a place where we know what the player is seeing. Identifying and creating nodes in our 3D level design is a great tool which serves many purposes."
Console/PC, Design

Tetsuya Mizuguchi revisits Rez in a Classic Game Postmortem at GDC 2016  
by Staff [01.27.16]
Tetsuya Mizuguchi, responsible for critically-acclaimed games like†Space Channel 5,†Lumines†and†Child of Eden†will be delivering a Classic Game Postmortem of his groundbreaking game†Rez†at GDC 2016!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

One key mobile retention mechanic from Dragonvale 4
by Gamasutra Community [01.27.16]
"Itís not 'work' to come back. Itís not quite but more like a privilege. Players know when they come back there can be something magical waiting, just like at the end of a pull in a slot machine."
Smartphone/Tablet, Design

Blog: Narrative uncertainties: Breaking reality in games  
by Gamasutra Community [01.27.16]
"This concept, namely to question what is and isnít real in a medium, is intrinsic to the essence of video games. Without a doubt, video games have the potential to effectively break the line between reality and illusion."
Console/PC, Indie, Design

How Pony Island teaches players to break a game 1
by Joel Couture [01.27.16]
Many games reward the player for using its systems properly by allowing them to progress. If you learn how to play the game well, you move on through the game's narrative to greater challenges. Pony Island is different.†
Console/PC, Indie, Design, Video