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April 25, 2015
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April 25, 2015
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Updates » Design
How desiging LARPs helped make me a better game designer 9
by Gamasutra Community [04.14.15]
After being in the game industry and live-action role play design for more than 10 years, I can fairly say that LARPs have helped me improve my skills as a game designer.
Design

Game Design Deep Dive: Making babies in Hero Generations Exclusive 2
by Scott Brodie [04.14.15]
Heart Shaped Games founder Scott Brodie digs into the prototyping and fine-tuning that went into the design of the hereditary traits and genealogy systems at play in his game Hero Generations.
Console/PC, Indie, Design, Exclusive, Deep Dive

Don't Miss: Gabe Newell and Erik Johnson on Dota 2 and Valve's way 18
by Christian Nutt [04.13.15]
As the company let Dota 2 into the wild, Gamasutra spoke to Valve boss Gabe Newell and project leader Erik Johnson about how the game was greenlit under Valve's auspices in this classic interview.
Console/PC, Design, Production, Business/Marketing

When it's time to let your beloved design idea go  
by Gamasutra Community [04.13.15]
"This is a story about designing something, loving it, becoming blind to its faults, and eventually remaking it."
Console/PC, Smartphone/Tablet, Indie, Design

Why we've decided NOT to implement 3D movement in Starfall Tactics 18
by Gamasutra Community [04.13.15]
"Most people generally confuse complexity in these kinds of games with depth. Complexity, in our opinion, isn't inherently good - it's a sacrifice that you have to make sometimes in order to reach depth."
Console/PC, Indie, Design

Unity support coming to New Nintendo 3DS 16
by Kris Graft [04.13.15]
Unity announced at Unite 2015 Tokyo that it would soon bring graphics engine support to the New Nintendo 3DS and New Nintendo 3DS XL.
Console/PC, Indie, Programming, Art, Design, Production

This Week in Video Game Criticism: From Game of Thrones to game preservation  
by Kris Ligman [04.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from choice in Telltale's Game of Thrones to responses to the Entertainment Software Association's position on games preservation.
Console/PC, Social/Online, Indie, Design

Gamification, rewards, and learning 2
by Gamasutra Community [04.13.15]
"Gamification is not something we should fear or despise, but it is a tool that should be used carefully and intelligently. Rewards and challenges are the way we learn."
Smartphone/Tablet, Design, Business/Marketing

Blog: New games with old names - Why I got back into Call of Duty 2
by Gamasutra Community [04.13.15]
"Sure you can make a new 'game' but if you don't introduce something new for your players to experience, you're just another reskinned title."
Console/PC, Design

'Do you think voice chat is critical to multiplayer online game design?' 23
by Christian Nutt [04.10.15]
Nintendo has decided not to include it in its upcoming team shooter Splatoon -- but what's your take? And are other forms of communication more effective? Game devs speak!
Console/PC, Design

Video: Building fear in Alien: Isolation  
by Staff [04.10.15]
Alien: Isolation creative director Alistair Hope speaks at GDC 2015 about how the game was built to emulate a "haunted house in space" and how Creative Assembly used sights and sounds to evoke dread.
Console/PC, Art, Audio, Design, Video, Vault

Don't Miss: 13 basic principles of gameplay design 17
by Matt Allmer [04.10.15]
EA and Page 44 veteran Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games in this classic 2009 design feature, adding his own new principle along the way.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: A living guide to the GDC vault 8
by Gamasutra Community [04.10.15]
A project from Schell Games developers to rate GDC Vault talks by quality, "in the hopes that it will help you find the gold nuggets in the vast expanse that is the GDC Vault."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Bloodborne: You are the experience points 38
by Tim Rogers [04.10.15]
Tim Rogers takes us on a tour of Bloodborne's design -- and that of the Souls series, while he's at it -- to explain what makes the games work as well as they do.
Console/PC, Design

16 reasons players are leaving your game 7
by Gamasutra Community [04.09.15]
"On average, less than 40% of players return to a free-to-play game after just one session. These notes are a collection of potential reasons why your players might leave the game."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Cheating Death: Accommodating player failure and recovery Exclusive 3
by Phill Cameron [04.09.15]
We talk to Clint Hocking, Chris Avellone and Michael De Plater about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production, Exclusive

Listen to the Electroplankton designer's unreleased SNES music game 1
by Alex Wawro [04.08.15]
An anonymous agent has made a choice piece of game industry history available to the public by buying a copy of Toshio Iwai's unreleased SNES music game Sound Fantasy and sharing it with the world.
Console/PC, Design, Production, Video

Don't Miss: The designers of Deus Ex and Thief talking shop at GDC 1
by Staff [04.08.15]
Deus Ex designer Warren Spector and Thief designer Doug Church grill each other on stage at GDC 2002 about their design decisions and how to talk shop without destroying the "magic of game creation."
Console/PC, Design

Design test: Improving rock, paper, scissors 19
by Gamasutra Community [04.08.15]
"The Test is something I've developed to help me figure out what, if any, this prospective team member's strengths are as a designer or developer: to improve the game of Rock, Paper, Scissors."
Console/PC, Design

Don't Miss: What The Witcher taught CD Projekt about RPG design Exclusive 14
by Tom Curtis [04.07.15]
The joint CEO and studio head of CD Projekt Red reflect on the lessons learned from the development and release of The Witcher 2 in this classic interview.
Console/PC, Art, Design, Production, Exclusive