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September 2, 2015
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Updates » Design
Don't Miss: 10 seminal postmortems every developer should read Exclusive 3
by Alex Wawro [08.13.15]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

The 'trinity' of game development: A framework for design 2
by Gamasutra Community [08.13.15]
The trinity of game development: "There are at least 3 basic categories that everything in a game can be broken down into, which I call 'Context,' 'Theatrics,' and 'Questions.'"
Console/PC, Design

The secret to engagement: An intro to Maslow's hierarchy of needs 1
by Gamasutra Community [08.13.15]
"When we can use something that is part of our natural programming, it is always a very effective outcome. The needs listed here does not only work, but are must for every human being to achieve/get in their life."
Smartphone/Tablet, Design

Don't Miss: The postmortem of Resident Evil 2 for the N64 1
by Todd Meynink [08.12.15]
In this classic 2000 postmortem, Angel Studios (now Rockstar San Diego) engineer Todd Meynink recounts the trials and tribulations Angel faced in porting Capcom's Resident Evil 2 to the Nintendo 64.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Crackdown 3's destruction feature had to overcome a cloud-based hurdle 2
by Chris Kerr [08.12.15]
Following an impressive unveiling at Gamescom, Microsoft has dampened expectations by explaining that Crackdown 3's cloud-based destruction could be hampered by internet service providers.
Console/PC, Design

Death, readability, and 'hard' vs 'unfair' 22
by Gamasutra Community [08.12.15]
"The less talked about issue is that so many of these hard games actually require you to die as a part of the learning experience. This is the distinction between a game that is hard, and a game that is unfair."
Console/PC, Design

How The Flame in the Flood builds tension through motion Exclusive 3
by Phill Cameron [08.12.15]
We talk to Forrest Dowling about how the pressure of constant movement works to elevate the survival genre in The Flame in the Flood.
Console/PC, Indie, Art, Design, Production, Exclusive

A survey of social aspects of social games  
by Gamasutra Community [08.12.15]
"How people interact with each other in games are important in todayís games. Games are still under evolution, especially social games. I also propose some ideas about how to make games more attractive."
Social/Online, Smartphone/Tablet, Design

Video: See the beauty and the value of supposedly 'broken' games 1
by Staff [08.11.15]
Game designer Naomi Clark takes the stage at GDC 2015 to deliver a brief, passionate paean to what she described as "weird little messy, artsy games" that "dare to be cantankerous and obtuse."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Being an indie in Japan isn't easy, says dev -- but it's getting better  
by Alex Wawro [08.11.15]
Onion Games' Yoshiro Kimura speaks candidly about how Japan's indie scene has changed, and how his encounters with other indie developers at GDC reignited his passion for making games.
Indie, Design

Don't Miss: How to make a Rapture Exclusive 10
by Christian Nutt [08.11.15]
Dear Esther studio The Chinese Room's new first-person experience is set in a quaint town where everyone's disappeared. Here, the developer talks about prototyping and delivering story-as-gameplay.
Console/PC, Indie, Design, Production, Exclusive

Blog: The complicated dev of abuse-survivor story Enola  
by Gamasutra Community [08.11.15]
Difficult subject matter and difficult development: A game based around confronting the attacker of a rape victim, from the perspective of both its subject matter and its production.
Console/PC, Indie, Design, Production, Business/Marketing

We made a big mistake with our free-to-play design, and our players let us know 1
by Gamasutra Community [08.11.15]
"The game was seen as fairly hard by some (which it is!) -- but the fact that many found it so hard, and thus needed to reach for their credit cards, came at us like lightning in a clear sky."
Smartphone/Tablet, Design

The spookiest postmortem: WayForward's Til Morning's Light 1
by Adam Tierney [08.11.15]
A console-quality horror adventure on mobile, for a publisher that had just gotten into games? Adam Tierney, the game's director at WayForward, tells the tale of its creation.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

Dark Souls director Miyazaki offers his philosophy on boss design 2
by Christian Nutt [08.10.15]
The famously challenging games have remarkable boss encounters -- and it's no surprise that the series' director has strong feelings on how you create them.
Console/PC, Design

Get a job: Ready At Dawn is hiring an experienced Level Designer  
by Staff [08.10.15]
The studio responsible for The Order: 1886 is looking to bring on experienced level designers to work alongside the art and programming teams at Ready At Dawn's Irvine, CA headquarters.
Console/PC, Design, Recruitment

Don't Miss: Everybody's Gone To The Rapture is a response to the state of game writing 3
by Dan Pinchbeck [08.10.15]
The Chinese Room's Dan Pinchbeck (Dear Esther) discusses how recent games have influenced the course of the writing for his latest project: Everybody's Gone to the Rapture.
Console/PC, Indie, Design

Cheating at Candy Crush Saga 6
by Gamasutra Community [08.10.15]
"Freemium is increasingly becoming the only way for developers to release games. Itís therefore important to game designers that many players of Candy Crush consider these in-app purchases a form of cheating."
Smartphone/Tablet, Design

This Week in Video Game Criticism: Against 'flow' design  
by Kris Ligman [08.10.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the war economy of The Witcher 3 to a conversation on the limits of 'flow' design in games.
Console/PC, Indie, Design

Honest tales from the trenches of AAA game writing 4
by Bryant Francis [08.10.15]
Game writers TJ Fixman, Marianne Krawczyk, and Tom Bissell gathered at the WGA West in Los Angeles on a panel moderated by Naughty Dog creative director and writer Neil Druckmann to talk the craft of game writing.
Console/PC, Design, Production