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October 22, 2014
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October 22, 2014
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Updates » Design
Game Design Deep Dive: Shovel Knight's Chester, the merchant 9
by Gamasutra Community [10.08.14]
"Even the tiniest game design idea can go through a long process... Starting small and evaluating the troubles of an existing design can guide any game developer to creative, interesting results."
Console/PC, Indie, Design, Deep Dive

The studio making Madden NFL is game jamming to find new projects  
by Alex Wawro [10.07.14]
EA Tiburon is celebrating its 20th anniversary by conducting an internal game jam; it may lead to new projects for the studio that are completely unrelated to the sports games it's known for.
Console/PC, Design

Blog: Writing a game design doc your team can actually use 15
by Gamasutra Community [10.07.14]
*Claps hands together loudly* "Alrighty, who wants to read my 30-page game design document that I spent the last two days writing?!" ... Yeah, I don’t either.
Indie, Design, Production

GitHub bundles UE4, other dev tools into a free pack for students 2
by Alex Wawro [10.07.14]
If you can prove you're a student, the folks at GitHub will grant you free access to a suite of development tools and services that small-scale game makers might find useful.
Console/PC, Indie, Design, Production

Fear in unpredictability: Alien: Isolation's brand of survival horror Exclusive 17
by Kris Graft [10.07.14]
"We understood early on that if we were going to re-establish the alien as this ultimate killer, we had to take a different approach; that the alien couldn’t run under any prescribed path or pattern," says creative lead Al Hope.
Console/PC, Design, Exclusive

Exploring the possibilities of the Wii U GamePad in a platformer Exclusive 1
by Mike Rose [10.07.14]
Jonathan Meyer and his small team at Actos Games were working on Apexicon, a fantasy puzzle combat game for the Nintendo Wii U, when Meyer began to really ponder the possibilities of the Wii U GamePad.
Console/PC, Indie, Design, Exclusive, Video

A Dark Room creator brings us a new puzzle with Gridland Exclusive 6
by Leigh Alexander [10.07.14]
A Dark Room creator Michael Townsend is back with another survival-oriented game sure to keep you dwelling anxiously in an open browser tab -- here, he talks twisted match-3 game Gridland.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

Adding a crouch button to Assassin's Creed is no joke, says dev 11
by Alex Wawro [10.06.14]
"We rewrote like 6 million lines of code for this," says Ubisoft's Alex Amancio when referencing the company's work adding a stealth mode to its upcoming Assassin's Creed Unity.
Console/PC, Design

This Week in Video Game Criticism: From Mordor to gameplay as dialect  
by Kris Ligman [10.06.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from gameplay as dialect to the terrorism of Shadow of Mordor.
Console/PC, Social/Online, Indie, Design, Business/Marketing

Don't Miss: Monolith's No One Lives Forever postmortem 4
by Craig Hubbard [10.06.14]
The studio that just launched Shadow of Mordor has a long history, and in this Game Developer postmortem Craig Hubbard explains how Monolith built one of its most beloved titles.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Building your own genre with a game like Bounden  
by Staff [10.06.14]
Developers, if you're making a new game you might be thinking too small -- why not make a whole new genre? Game Oven's de Jongh explains the value of thinking big in this GDC Europe 2014 talk.
Indie, Design, Video, Vault

Metrocide, or how I rolled my own cyberpunk dystopia 6
by Gamasutra Community [10.06.14]
"I'd always wanted to code a play-ground for emergent behavior, and having done it now I can both see why people love games that do it, and why most game developers try to avoid it as much as possible."
Console/PC, Indie, Design, Production

Oculus' Carmack, Abrash, Luckey, and Binstock debate the future of VR 3
by Christian Nutt [10.06.14]
Oculus' biggest visionaries recently gathered to discuss -- and debate, since they don't always agree -- the future of the technology. Here's the record of their discussion.
Console/PC, Programming, Design, Business/Marketing, Video

Talking Devs Podcast #2: Smash Bros. 3DS with Seth Killian and Jonathan Kim 4
by Christian Nutt [10.06.14]
In this episode of Talking Devs, Gamasutra's Christian Nutt talks to PlayStation All-Stars lead designer Seth Killian and Skullgirls animator Jonathan Kim about the recently launched Super Smash Bros. for the Nintendo 3DS.
Console/PC, Design

Rebooting the world's first MMORPG: A Habitat story 1
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Social/Online, Design

Don't Miss: VR game veteran Jesse Schell speaks his mind Exclusive 36
by Christian Nutt [10.03.14]
He started working with VR in 1993, and professionally in 1995. Now he's making prototypes for the Oculus Rift and teaching students how to develop in VR. What does he think of the medium's future?
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Video Postmortem: The making of Prince of Persia 2
by Staff [10.03.14]
25 years ago this month, Jordan Mechner released his seminal game Prince of Persia for the Apple II. In this postmortem talk from GDC 2011, he explains exactly how he did it.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Video: Lessons learned from trying to make a game a week 1
by Staff [10.03.14]
Developer Adriel Wallick gave herself a challenge: make a game a week, every week, in order to stay motivated and learn as much as possible by trying -- and often failing -- to make many games.
Console/PC, Indie, Design, Video, Vault

Last chance to be a speaker at GDC 2015 Summits!  
by Staff [10.03.14]
Future GDC speakers, don't miss your last chance to propose a talk for one of the GDC 2015 Summits!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Destiny, and the modern competitive FPS game design paradigm 8
by Gamasutra Community [10.03.14]
"I'm mostly using this as an opportunity to ramble about FPS game design in the context of current competitive FPS trends, and I think Destiny represents those trends well in the PvP modes."
Console/PC, Design