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January 25, 2015
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January 25, 2015
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Updates » Design
2015: The year we get loading screen mini-games back 23
by Gamasutra Community [01.12.15]
Namco patented the loading screen mini-game after including Galaxian in the release of the first Ridge Racer for PlayStation. 2015 is when that patent expires.
Console/PC, Design, Business/Marketing

Design by constraints: Hitman Go postmortem comes to GDC 2015 3
by Staff [01.12.15]
Square Enix Montreal's Daniel Lutz, the Game Director behind Hitman GO, will deliver a design postmortem on the game and its unorthodox design concept at GDC 2015 in March.
Smartphone/Tablet, Design, GDC

Anything goes: How Destiny just went free-to-cheat 53
by Gamasutra Community [01.12.15]
"Bungie just signed a carte blanche to all exploits, cheats that will most certainly pop up now on a regular basis. By not reacting at all they removed the incentive for players to play fair."
Console/PC, Social/Online, Design, Business/Marketing

Designing procedural dungeons: My method 2
by Gamasutra Community [01.09.15]
"I created a master carver, which would spawn other sub-carvers. The trickiest part then, was balancing when and where to spawn in the sub-carvers, in order to get a dungeon that felt right."
Console/PC, Indie, Programming, Design

Shadow of Mordor, Hearthstone, Bayonetta 2 grab Choice Awards nominations 3
by Staff [01.09.15]
The 15th annual Game Developers Choice Awards nominees also include Shadow of Mordor, This War Of Mine and Shovel Knight - winners revealed at GDC this March.
Console/PC, Smartphone/Tablet, Indie, Design, GDC

A framework for screens and logic  
by Gamasutra Community [01.09.15]
"I chose to solve this problem up front and develop a good system for switching between game modes, as well as segmenting my display and logic functionality. Heres what I did."
Console/PC, Indie, Programming, Design

Dead Secret dev shares mobile VR game design tips at GDC 2015  
by Staff [01.09.15]
Robot Invader's Chris Pruett will share lessons learned from rebuilding Dead Secret to work well as a mobile VR game as part of the GDC 2015 Smartphone & Tablet Games Summit.
Smartphone/Tablet, Design, GDC

Advice on entering the Chinese mobile market from a local dev 2
by Gamasutra Community [01.09.15]
"If you are a medium-sized or small-sized studio, intent on working with a big name publisher in China, Id like you to know that you arent not good enough just not lucky enough. So here is some advice."
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: A postmortem of the original DoTA Exclusive 7
by Steve Feak, Steve Mescon [01.08.15]
In this classic postmortem, some of the key figures behind seminal Warcraft III mod Defense Of The Ancients provide a look at what went right and wrong during development of the trailblazing game.
Console/PC, Design, Exclusive

Gummy Drop: Rethinking the Saga map 1
by Gamasutra Community [01.08.15]
"The map no longer becomes a simple marker of linear progress, but rather opens up the ability to alter the games pace, encouraging the player to explore something outside of the games core mechanic."
Smartphone/Tablet, Design

Warren Robinett talks Adventure in GDC 2015 Classic Game Postmortem 5
by Staff [01.08.15]
Warren Robinett, the veteran programmer, designer and The Learning Company founder, will be delivering a Classic Game Postmortem on the influential Atari 2600 game Adventure at GDC 2015.
Console/PC, Design

Perspectives of storytelling: Child of Light vs. Valiant Hearts 10
by Gamasutra Community [01.08.15]
"Child of Light made some fundamental storytelling errors, which when set side by side with Valiant Hearts seemed not only unfortunate but a real shame."
Console/PC, Design

Handmade Hero's new lessons about old-school game programming 8
by Phill Cameron [01.08.15]
Casey Muratori's Handmade Hero documents the coding of a game from scratch, creating the game engine and everything else from the basic code. We talked to him about the process.
Console/PC, Indie, Programming, Design

Examining sources of uncertainty in game design 7
by Gamasutra Community [01.07.15]
"The reason why uncertainty is so important can be understood by taking a closer look at the nature of any gameplay process. In essence it is all about learning, i.e. gaining competence."
Console/PC, Indie, Design

Make A Game With No Experience: Tom Francis begins Game Maker tutorials 4
by Phill Cameron [01.07.15]
Gunpoint's Tom Francis has begun a series of video tutorials on how to start creating a game in Game Maker Studio with no previous experience.
Console/PC, Indie, Programming, Design, Production, Video

AbleGamers announces its awards for Accessible Games of the Year 3
by Phill Cameron [01.07.15]
AbleGamers have announced their awards for Accessible Mainstream Game of the year, and Accessible Indie Game of Year.
Console/PC, Design

Robot snags Borderlands 2 creative director Paul Hellquist  
by Christian Nutt [01.06.15]
The Borderlands 2 creative director and BioShock lead designer jumps over to the Dallas-area studio to work on Orcs Must Die! Unchained.
Console/PC, Design, Business/Marketing

A universal truth of game design: You must create a mental model 7
by Gamasutra Community [01.06.15]
Lessons from Halo: "In my process, I make a mental model of how I think the system should work. It gives me a place to start figuring out what numbers to change, and in what ways I need to change them."
Console/PC, Design

UX insights: CSR Racing 4
by Gamasutra Community [01.06.15]
An experienced UX/UI developer takes a look at how the hugely successful mobile racing game draws in players with their UX -- particularly as regards monetization design.
Smartphone/Tablet, Art, Design, Business/Marketing

Written on your eyeballs: Game narrative in VR at GDC 2015  
by Staff [01.06.15]
As VR game design grows ever more popular it's critical that cutscenes die, leaving gameplay as developers' primary storytelling tool. Narrative designer Rob Morgan investigates at GDC 2015.
Console/PC, Design, GDC