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July 5, 2015
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Updates » Design
Make a game like it's your last, and burn bright 7
by Christian Nutt [06.25.15]
Advice from the Fire Emblem team: The venerable series had reached its conclusion -- but Awakening revitalized the franchise, and now it's a core Nintendo series.
Console/PC, Design, Production, Business/Marketing

Attend GDC Europe to see how Bossa cooks up games like I Am Bread  
by Staff [06.25.15]
From insight into how Bossa balances creativity with productivity to practical tips on being more Agile, these GDC Europe 2015 talks are all about helping you make your game production process easier and more efficient.
Console/PC, Indie, Design, Production, GDC Europe

Video blog: An interview with Never Alone's Ishmael Hope  
by Gamasutra Community [06.25.15]
I spoke with the lead writer of Never Alone, Ishmael Hope, about IŮupiaq storytelling, the character of arctic weather, and the challenges of presenting indigenous culture in Western media.
Console/PC, Indie, Design

GlassLabs mods Plants vs. Zombies 2 to serve as a teaching tool 3
by Alex Wawro [06.23.15]
PopCap and nonprofit GlassLab launched a special classroom version of Plants Vs. Zombies 2 on the App Store this week that's been modified to help teachers analyze players' problem-solving skills.
Console/PC, Design

Get a job: Cloud Imperium Games is hiring a Senior Level Designer  
by Staff [06.23.15]
One of the studios working on crowdfunded 'persistent universe MMO' space sim Star Citizen seeks an experienced level designer to work alongside the rest of the Cloud Imperium team in Austin, TX.
Console/PC, Design, Recruitment

Designed as a 'communication' game, Animal Crossing defied genre  
by Alex Wawro [06.23.15]
Developers of the original Animal Crossing shed light on their inspiration for the game and their struggle to fit it into a neat genre in interviews freshly translated and published by Shmuplations.
Console/PC, Design

Don't Miss: 20 Atari games every designer should play 10
by John Harris [06.23.15]
Check out this classic 2008 feature from Gamasutra about 20 timeless Atari games showcasing intriguing mechanics or design decisions that modern game developers should study and learn from.
Console/PC, Programming, Art, Design, Production

Exploring the nature of game mechanics 4
by Gamasutra Community [06.23.15]
"The player's abilities and the challenges you create to test those abilities are two sides of the same coin. 'Game Mechanic' is the term I'm using to show how the two combine to become basically the same thing."
Console/PC, Design

Video: Dealing with feedback while making deeply personal games  
by Staff [06.23.15]
Developer Nina Freeman takes the stage at GDC 2015 to talk about making 'personal' games like How Do You Do It? -- and how to handle player feedback on these highly personal experiences.
Indie, Design, Video, Vault

Lessons learned from designing enemies for kids 1
by Gamasutra Community [06.23.15]
"The problem -- you canít rely on any kind of skill progression in very young kids. How do we increase the challenge of later enemies when we canít guarantee that the players skill will increase?"
Console/PC, Design

The heart of game systems 3
by Gamasutra Community [06.23.15]
"I hope that this approach of dissecting the individual parts of the game experience, will help to single out certain design challenges that we face along the way of creating awesome games."
Console/PC, Smartphone/Tablet, Indie, Design

Developing Deus Ex: An oral history Exclusive 5
by Alex Wawro [06.23.15]
15 years ago this week, Ion Storm Austin released its seminal first-person cyberpunk game Deus Ex. Gamasutra spoke to some of its lead creators to learn more about how they developed it -- and what it did to them.
Console/PC, Design, Exclusive

This Week in Video Game Criticism: From Fury Road to Bullet Hell 1
by Kris Ligman [06.22.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from what games writers can learn from Mad Max: Fury Road to a bullet hell game which learns from its player.
Console/PC, Social/Online, Indie, Design

8 player archetypes for break-testing your game design 4
by Gamasutra Community [06.22.15]
Can your game be "broken"? Figure it out with these types: "I formulated heuristics for solo playtesting and created a set of ideal (in the psychological sense) player archetypes."
Console/PC, Indie, Design

Different player types for co-op games 4
by Gamasutra Community [06.22.15]
"Over the course of my time developing cooperative games, I ended up creating my own, more specific list of player types. They are a result of years of extensive playtesting."
Console/PC, Design

Opinion: Games could be doing so much more with sex 30
by Katherine Cross [06.22.15]
Columnist Katherine Cross asks if any games are saying or doing anything interesting with sex, and explores how the medium might truly capture the sublime nature of the act.
Design

Let's shatter the delusion that sports game devs aren't creative 3
by Gamasutra Community [06.22.15]
"Donít overlook a CV just because the applicant has only worked on sports games. We're creative guys with huge ability and lots of fresh ideas. Don't push us aside for the same old, same old."
Console/PC, Design

Mending the developer/player relationship with Threes free-to-play 3
by Phill Cameron [06.22.15]
We talk to Asher Vollmer of Sirvo about Threes free to play, and how they found an advertising model that isn't at war with the player.
Smartphone/Tablet, Indie, Design, Business/Marketing

Get a job: Vicarious Visions seeks a character combat designer 3
by Staff [06.19.15]
The Activision-owned studio behind more than one of the Skylanders games and Marvel Ultimate Alliance 2 seeks a designer who can oversee all aspect's of character combat design.
Console/PC, Design, Recruitment

When does 'influenced by' become stealing someone's design? 9
by Gamasutra Community [06.19.15]
"This was a set of components that kept screaming, 'Mod me, mod me, Iíll promise Iíll be good, just mod me and make me a game!' So I did."
Indie, Design