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May 29, 2015
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Updates » Design
The cunning ruse: Deception in game design Exclusive 5
by Phill Cameron [05.15.15]
We talk to SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design, Exclusive

Video: Not My Story - Mistakes made in Kachina's development  
by Staff [05.14.15]
As part of the Failure Workshop at GDC 2015's Indie Games Summit, Donut County designer Ben Esposito talks about the mistakes he made while developing a game that "used Hopi folklore" as its theme.
Indie, Design, Video, Vault

Don't Miss: An MMO dev reflects on the decade of World of Warcraft 21
by Gamasutra Community [05.14.15]
Raph Koster looks back at the MMO juggernaut: "If anything, itís possibly the biggest game design achievement in all of virtual world history."
Social/Online, Design, Production, Business/Marketing

Watch a Republic Commando dev play the game and recount its creation 3
by Alex Wawro [05.14.15]
Heads up: Star Wars: Republic Commando lead programmer Brett Douville has begun livestreaming himself playing the game on his Twitch channel while discussing the ins and outs of its development.
Console/PC, Programming, Art, Audio, Design, Production, Video

The opportunity frontier of truly social games 4
by Gamasutra Community [05.14.15]
A former Supercell dev muses: "What makes a good social game, and how do we keep improving the experience in future social games? Here are some of my current, still evolving thoughts on these questions."
Social/Online, Smartphone/Tablet, Design

Opinion: Instruction manuals are game mechanics 6
by Katherine Cross [05.14.15]
Instruction manuals for video games are seen as less of a necessity these days, but they still can give a game a bit more soul, even today. Katherine Cross explains.
Console/PC, Art, Design

Going mobile the right way: A Crack Attack postmortem Exclusive 4
by Martin Wakeley [05.14.15]
Rare and Free Radical veteran Martin Wakeley writes a no-nonsense postmortem of Crack Attack, a mobile puzzle game that draws on his years of dev experience and love of smartphone games, too.
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Exclusive

Motivate me: Crafting better game difficulties 7
by Gamasutra Community [05.13.15]
"You see, this isnít just a question of video game difficulty levels... Itís a question of motivation -- both from a developer and gamer standpoint. Itís about what motivates us to play games."
Console/PC, Indie, Design

Total bear chaos: A Rude Bear Raid postmortem 1
by Gamasutra Community [05.13.15]
A chaotic multiplayer Ludum Dare entry made over Skype? This in-depth postmortem peels apart the layers of Alex Rose's Rude Baer Raid and offers design and dev tips.
Indie, Design, Production

Attend GDC Europe to learn the business of nurturing amateur eSports  
by Staff [05.13.15]
GDC Europe 2015 is just a few months away, and today conference officials are proud to reveal talks focused on the business of nurturing your game's community of players.
Console/PC, Social/Online, Design, Business/Marketing, GDC, GDC Europe

Our recipe for mobile success: A Restaurant Story 2 mini-postmortem  
by Gamasutra Community [05.13.15]
"Why would someone play this game? That question sounds simple, but to answer it you need to understand who your players are -- and thus what motivates them to pick up a game."
Smartphone/Tablet, Design, Business/Marketing

6 musts for a perfect platformer, from the Yooka-Laylee team 9
by Playtonic Games team [05.13.15]
Yooka-Laylee is a Kickstarter smash, coming as it does from a team of Rare veterans. With that in mind, Gamasutra asked for platformer development wisdom from the team.
Console/PC, Indie, Programming, Art, Design

With Street Fighter II, 'we wanted to make the greatest game ever'  
by Christian Nutt [05.12.15]
Former Capcom R&D head and Street Fighter II producer Yoshiki Okamoto explains the foundation of that seminal fighting hit -- plus Final Fight history from Akira Nishitani.
Console/PC, Design, History

Video: Multiplayer brawling with Gang Beasts  
by Staff [05.12.15]
James and Michael Brown from Gang Beasts developer Boneloaf showcase their cheeky multiplayer brawler which features hilarious ragdoll-style physics.
Indie, Design, Video

Navigating levels using environmental narratives 6
by Gamasutra Community [05.12.15]
Using environmental cues to draw the player forward and communicate information: A deep look at the technique, with plenty of examples from notable games.
Console/PC, Design

A conversation with a Twine game  
by eva problems [05.12.15]
In an extract for the book Videogames for Humans, a player has a conversation with the Twine game Rat Chaos, by game creator Winter Lake.
Indie, Design

Deep inside No Man's Sky 1
by Christian Nutt [05.11.15]
In a new profile of No Man's Sky developer Hello Games, lead developer Sean Murray pulls back the curtain on an intriguing game that hasn't even yet been released.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Video: Katamari Damacy creator rolls into Experimental Gameplay Workshop  
by Staff [05.11.15]
Keita Takahashi, previously of Namco Bandai, visited Game Developers Conference to demonstrate his seminal "object rollup" title at the prestigious Experimental Gameplay Workshop.
Indie, Design, Video

Don't Miss: Designing games that don't suck 10
by Jason Bay [05.11.15]
In a detailed design article, Jason Bay uses classic usability concepts to break down the game's use of in-game weapons, objects, and puzzles, suggesting how this can make everyone build better video games.
Console/PC, Indie, Design

Q&A: Castlevania's Koji Igarashi returns with new game, Bloodstained 4
by Christian Nutt [05.11.15]
Castlevania: Symphony of the Night's Koji "IGA" Igarashi has finally confirmed a new metroidvania: Bloodstained: Ritual of the Night. We speak to him about his journey toward independence, and the new game.
Console/PC, Indie, Design, Business/Marketing