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September 18, 2014
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September 18, 2014
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Updates » Design
Blog: Pretend it matters - a Ludum Dare postmortem  
by Gamasutra Community [08.28.14]
"I decline to draw sharp lessons from this, no what-went-right or what-went-wrong. Each new approach has a little of both."
Console/PC, Indie, Programming, Design, Production

Selling a game before it's 'done': Tips and insight for paid alphas Exclusive 9
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Video: A Lucasfilm Games postmortem, told by those who lived it 2
by Staff [08.27.14]
This GDC 2014 postmortem featuring six of Lucasfilm Games' earliest employees asks the questions: "What mix of creative and business forces shaped this studio?" and "Could it be duplicated today?"
Console/PC, Social/Online, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Wage gauge: Industry salary stats from the 2014 Game Career Guide Exclusive  
by Staff [08.27.14]
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, annual Career Guide

Don't Miss: Composition in level design - An in-depth examination 9
by Gamasutra Community [08.27.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Console/PC, Indie, Art, Design

Blog: On the brink of a nervous breakdown 13
by Gamasutra Community [08.27.14]
A developer discovers the game he's been slaving over -- which he thought was original -- has similarities to other titles. In this post, he confronts his feelings on finding out.
Console/PC, Smartphone/Tablet, Indie, Design, Production

How the Jagged Alliance 2 developers dealt with '90s gun culture  
by Alex Wawro [08.27.14]
An interesting excerpt from game industry veteran Darius Kazemi's book on Jagged Alliance 2 elucidates how the game drew upon -- and later shied away from -- contemporary gun culture.
Console/PC, Design, Business/Marketing

Enjoyment and self-determination in winning video games  
by Gamasutra Community [08.27.14]
How challenging is too challenging, and how challenging is just right? Researchers work to determine whether players like winning more than they like struggling to win.
Console/PC, Design

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Designing achievements: How good should I be at my own game? 15
by Gamasutra Community [08.27.14]
"As a game maker, I wouldn't feel comfortable releasing a game that I could not beat, but does the same hold true for achievements?"
Console/PC, Indie, Design

All I needed to know (about games) I learned from Dungeons & Dragons 5
by Gamasutra Community [08.27.14]
A lecture from designer and educator Lewis Pulsipher that showcases how Dungeons & Dragons contains the seeds of wisdom for designing games -- and challenges much of today's triple-A conventional wisdom.
Console/PC, Indie, Design

Game Design Deep Dive: Amnesia's 'Sanity Meter' Exclusive 15
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Design, Exclusive

Blog: Quick thoughts on the 'sprint' in Mario, Meat Boy 4
by Gamasutra Community [08.27.14]
"Re-playing these platformer made me realize that platformers are some of the most open gameplay experiences available; rarely are designer-imposed limitations placed on the player."
Console/PC, Indie, Design

Don't Miss: Dirty Game Development Tricks Exclusive 19
by GDMag Staff [08.26.14]
From the archives of Game Developer Magazine come 9 from-the-trenches stories of designers, artists and programmers using unorthodox tricks to circumvent sticky development problems.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Designing and developing a location-based mobile RPG 1
by Gamasutra Community [08.26.14]
"While playing in the car, the game layers real-world data including weather, time of day, and everything you pass on the road -- like streets, schools, buildings, parks, lakes and popular locations -- on top of the fantasy world."
Smartphone/Tablet, Programming, Design

GDC Next adds talks on Shroud of the Avatar, Wooga's 'Hit Filter'  
by GDC Staff [08.26.14]
Shroud of the Avatar developer Starr Long gives crowdsharing advice and Wooga exec Sebastian Kriese reveals how his company's proven "Hit Filter" strategy works at GDC Next 2014 featuring ADC in November.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

Clash of Clans vs. Boom Beach: The hook 11
by Gamasutra Community [08.26.14]
Two Supercell games, but they have very different first time user experiences. This post contrasts what the mega-popular Finnish mobile developer changed when it made its latest game.
Smartphone/Tablet, Design, Business/Marketing

Blog: Gods Will Be Watching and the question of fun 3
by Gamasutra Community [08.26.14]
"Gods Will Be Watching makes a lot of experiments with the form and I am very happy that they did so. Sadly, not all of them paid off."
Console/PC, Indie, Design

Video: Building the AI for Hearthstone 4
by Staff [08.25.14]
The AI postmortem is a perennial high point for GDC's AI Summit, and GDC 2014 was no exception as former Blizzard engineer Brian Schwab took the stage to deliver a thorough, frank presentation on the AI design of Hearthstone.
Console/PC, Smartphone/Tablet, Programming, Design, Video, Vault

Don't Miss: How 80 Days redefines the mobile text adventure Exclusive 1
by Mike Rose [08.25.14]
One mobile game single-handedly changed the way Gamasutra's Mike Rose thinks about text-based adventure games: 80 Days from Inkle Studios, a non-linear tale of Phileas Fogg's famous journey.
Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive