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December 22, 2014
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December 22, 2014
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Updates » Design
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

The architecture of Piranesi and Boullée, and how it could inform games 2
by Gamasutra Community [12.12.14]
"Working off of a sense that Piranesi and Boullée are unknown by most game designers, I felt that it was most important to express what I see as valuable in either's imagery."
Console/PC, Art, Design

Telltale's Game of Thrones and the thrill of choices amidst corruption 10
by Leigh Alexander [12.12.14]
Leigh Alexander examines the first episode of Telltale's latest game, set in the Game of Thrones universe -- and finds useful lessons for choice-driven storytelling in a universe where there are no "good" options.
Console/PC, Smartphone/Tablet, Design

Don't Miss: The making of Doom, 21 years later 7
by Alexander Antoniades [12.11.14]
Doom turns 21 this week, so take a moment to read this classic postmortem examining how Romero, Carmack and the rest of Id made it happen in the wake of Wolfenstein's success.
Console/PC, Design

A look at how VR games are used in therapy and rehabilitation  
by Gamasutra Community [12.11.14]
"Virtual reality is increasingly being integrated in medical training and education due to its affordability and ability to improve testing in examinations that evaluate manual skills."
Serious, Design, Business/Marketing, VR

Today's kids are turning games into a development playground 3
by Gamasutra Community [12.11.14]
What kids build online: "None of these are video games in the traditional sense, but that argument won't hold water to the millions of people who create and play them every day."
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing

Let's talk about how weird the silent protagonist is 17
by Gamasutra Community [12.11.14]
"I kinda like it in a weird way; it is an interesting peccadillo that pretty unique to games. I think all I really want is for everyone to take a second and acknowledge how monumentally weird it is."
Console/PC, Design

Apply science to game design in these GDC 2015 design track talks  
by Staff [12.11.14]
Epic explains how neuroscience can influence game design, Jagex reveals player retention data and Riot shares tips on using scientific studies to design better multiplayer games at GDC 2015.
Console/PC, Social/Online, Design, GDC

Apple frowns upon Papers Please's pixelated nudity 13
by Phill Cameron [12.11.14]
UPDATEThe developer behind the upcoming iOS version of Papers Please was forced to revise his game after Apple deemed certain parts of it to be "pornographic" in nature.
Smartphone/Tablet, Indie, Design, Business/Marketing

The Top 10 Game Developers of 2014 46
by Staff [12.11.14]
With 2014 coming to a close, it's time for our end of year roundups, starting with perhaps our most important annual list: The Top 10 Game Developers of 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Ken Levine pitches devs on the idea of 'Narrative Legos' 8
by Staff [12.10.14]
At GDC 2014, Irrational Games cofounder Ken Levine explains his theory of 'Narrative Legos' -- breaking narrative down to its smallest non-abstract elements and mixing them up to create new stories.
Console/PC, Design, Video, Vault

Don't Miss: Inside Valve's 'Cabal' design process for Half-Life 10
by Ken Birdwell [12.10.14]
In this classic article, Valve details the design process and teamwork – or "Cabal process" — that turned the initial, less than impressive version of Half-Life into a groundbreaking success.
Console/PC, Design, Production

The strengths of optional narratives in Dark Souls  
by Gamasutra Community [12.10.14]
"The stories of three NPCs in the game give a taste of what optional narrative has to offer: a greater sense of immersion and a desire in the player to learn about the story rather than simply be pulled along it."
Console/PC, Design