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August 2, 2015
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Updates » Design
What Yoko Ono's art teaches us about video games Exclusive  
by Katherine Cross [07.23.15]
Yoko Ono's brilliant performance art pieces were designed to be interactive and impermanent, ensuring that each audience member had their own unique experience of them.
Indie, Serious, Art, Design, Exclusive

The paradox of indie game devs: No time to play 5
by Gamasutra Community [07.23.15]
"I wouldn't have had these intense realizations about what I was doing with my life, and how I wanted to design the games and flesh out the ideas bouncing around in my head, if I didn't make time to play a bit."
Indie, Design

Come to GDC Europe for VR game design advice from Valve and Sony  
by Staff [07.23.15]
VR experts from Valve and Sony London will be speaking at GDC Europe in Germany next month about what they've learned in developing some of the leading Morpheus and SteamVR games and experiences.
Console/PC, Smartphone/Tablet, Indie, Design

The design behind Bloodborne's Hunter's Pistol 1
by Gamasutra Community [07.23.15]
"'Rigour', Bloodborne seems to be hammering home. 'Strictness'. As you realise that the game expects you to adopt its austerity for yourself, it all becomes clear."
Console/PC, Design

How Mario and The Talos Principle ramp up gameplay intensity 1
by Gamasutra Community [07.23.15]
Design analysis on rising intensity in games, by exploring two very different but well-crafted examples: the classic Super Mario World, and last year's The Talos Principle.
Console/PC, Design

Learning to love the narrative puzzle 10
by Gamasutra Community [07.23.15]
"We don't need to banish puzzles from our games. They can help us learn more about our world, set up character, and get the player in a specific place. What we need is conscientious and responsible puzzle design."
Console/PC, Smartphone/Tablet, Design

5 ways to be a terrible game designer 28
by Gamasutra Community [07.23.15]
"In the past 9 years or so of practicing design, Iíve messed it up in all of the following ways at some point or another. Here are 5 of the most troublesome yet common ways that we designers screw things up."
Console/PC, Smartphone/Tablet, Indie, Design

Square Enix boss: It takes three releases for a series to take off 9
by Christian Nutt [07.22.15]
You can't judge the potential of a franchise based on just its first game, argues Square Enix president Yosuke Matsuda: there's a "law of third titles."
Console/PC, Design, Business/Marketing

Leap Motion offers devs $50k in prizes for its second annual 3D jam  
by Alex Wawro [07.22.15]
The folks at motion controller company Leap Motion are having another go at encouraging developers to make innovative use of Leap Motion tech this fall via a six-week "3D Jam" with a $50k prize pool.
Console/PC, Design

The power of abstract thinking for game design 1
by Gamasutra Community [07.22.15]
"Abstracting helps you recognize the forces at play and see the bigger picture. If you perceive a game and its elements only in concrete terms, you can miss out on what makes them work or what makes them engaging."
Console/PC, Smartphone/Tablet, Indie, Design

Survival story: Putting narrative and crafting progression together 1
by Gamasutra Community [07.22.15]
The challenges of storytelling: "By wrapping all of this up into a high-level web tool that anyone in our studio can use we ended up with a perfectly flexible system that allows us to rapidly create."
Console/PC, Indie, Design

Could Dota 2's new mod tools spawn a Dota-killer? Exclusive 4
by Phill Cameron [07.22.15]
We talk to Greg Kasavin of Supergiant games, and Awesomenauts creators Ronimo games about the potential of Dota 2's custom games scene.
Console/PC, Programming, Design, Production, Business/Marketing, Exclusive

Video: How to save game history forever -- or doom it to oblivion 1
by Staff [07.21.15]
"Games. Have. Historical. Value. If you don't think games have historical value, everything I say is gonna be a guy talking about stuff you don't care about," says archivist Jason Scott at GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Don't Miss: The striking sound design of Journey Exclusive 14
by Steve Johnson [07.21.15]
Sound designer Steve Johnson breaks down his work on thatgamecompany's remarkable Journey, providing samples from the game to elucidate each of his points about what makes a game sound great.
Console/PC, Indie, Audio, Design, Exclusive

What's wrong with turtles? 15
by Gamasutra Community [07.21.15]
Considering whether "turtles" -- or excessively defensive players -- are really bad, and the effects of designing games to mitigate their existence really means.
Console/PC, Design

Blog: How I hire game designers 106
by Gamasutra Community [07.21.15]
"I want to share our experience in hiring game designers. The basic principles are suitable for most professions, but since I am responsible for hiring game designers we will focus on them."
Smartphone/Tablet, Design, Recruitment

Why some old designs are worth revisiting: A Rocket League story 4
by Alex Wawro [07.21.15]
Rocket League hit big this month, but it's the latest iteration on a concept you can trace back to an Unreal Tournament mod. Here's how Psyonix found success by trying, trying and trying again.
Console/PC, Indie, Design, Business/Marketing

Don't Miss: Designing the tense save system of Alien: Isolation 13
by Gary Napper [07.20.15]
In this classic Game Design Deep Dive, Creative Assembly's Gary Napper explains how going "old-school" with game saves (they're manual!) created a sorely-needed sense of tension in Alien: Isolation.
Console/PC, Design

What's next for Nintendo? Industry analysts weigh in Exclusive 7
by Chris Baker [07.20.15]
How will the death of Nintendo's CEO and president change the future of the company? How can they possibly replace him? We asked several industry analysts for their take.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Video: Deconstructing the hand-crafted art and design of Gorogoa  
by Staff [07.20.15]
Indie Jason Roberts speaks at GDC 2014 about how he built Gorogoa to be solvable no matter what language you speak by designing it to rely on players' natural discovery in lieu of guided tutorials.
Indie, Art, Design, Video, Vault