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November 18, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Design
Video: Identifying insignificant details which determine a game's success  
by Staff [10.30.18]
In this classic GDC 2012 talk, Sucker Punch's Jaime Griesemer explains how to apply detail-oriented design principles to other games, franchises, genres and generations.
Console/PC, Design, Video

Blog: Creating a natural difficulty curve in Paper.io 2 1
by Gamasutra Community [10.30.18]
This arena based io game has a very elegant difficulty curve. As the player conquers more territory, the game space shrinks, making the game more hectic.
Design

The rising need for game economy designers in freemium mobile games
by Pietro Guardascione, Senior Director of Envelope Design, King [10.30.18]
Pietro Guardascione of Candy Crush maker King argues that there will be a sharp increase in demand for "analytical game designers" who work closely with lead designers on key game systems.
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Blog: Lessons learned in game art production - Part 2 2
by Gamasutra Community [10.30.18]
This article sums my experience in the production of two tiles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts, and this is part two.
Design, Production

How to make a roguelike (from someone who's made a bunch of 'em)
by Gamasutra Community [10.30.18]
This is a comprehensive primer on how to get started with roguelike development, featuring guidance and tips in 5,500 words and 84 images.
Console/PC, Design, Production

Video: The implementation of pro guitar mode in Rock Band 3  
by Staff [10.29.18]
In this classic GDC 2011 talk, Harmonix's Jason Booth and Sylvain Dubrofsky break down the production and implementation of Pro Guitar mode in Rock Band 3.
Console/PC, Design, Video

Twitch teams up with Harmonix to develop a streaming karaoke game  
by Emma Kidwell [10.29.18]
Twitch is teaming up with Harmonix to develop Twitch Sings, a streaming karaoke game, to the platform.
Console/PC, Social/Online, Design

Get a job: Yager is looking for a Sr. Game Designer  
by Staff [10.29.18]
The German studio Yager is currently seeking a talented and experienced Game Designer for its newly announced project The Cycle.
Design, Recruitment

Game Design Deep Dive: The creation of Necrosoft Games' Gunhouse  
by Brandon Sheffield [10.29.18]
A deep dive into the creation of Gunhouse, a puzzle-meets-tower defense game, as filtered through conversations with various game developers and regular human beings.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Don't Miss: A postmortem of the memorable Jurassic Park game Trespasser 4
by Staff [10.29.18]
"The parallels between the Trespasser project and [in-game character] John Parker Hammond's cloning project were numerous: ambitious beginnings, years of arduous labor, and the eventual tragic ending."
Console/PC, Programming, Art, Design, Production

Blog: The universal inaccessibility of board games 7
by Gamasutra Community [10.29.18]
Are there common accessibility issues across board games despite the fact that every board game is different? The answer initially seems like it should be no, but actually there is a common problem.
Design

Don't mean a thing if you ain't got that swing...in Spider-Man 1
by Alan Bradley [10.29.18]
Insomniac Games' Marvel's Spider-Man is the fastest and most fluid open world game in recent memory. So we had to catch up with game director Ryan Smith to dive deeper into the philosophy of the swing.
Console/PC, Design

Video Game Deep Cuts: Killing Sims, Redeeming Deus Ex's Tools 2
by Gamasutra Staff [10.29.18]
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: The level design behind Cut the Rope and Trainyard  
by Staff [10.26.18]
In this GDC 2012 talk, Magicule's Matt Rix and Zeptolab's Semyon Voinov share game design insights they learned while creating Trainyard and Cut The Rope.
Smartphone/Tablet, Design, Video

Raspberry Pi launches game dev magazine Wireframe 2
by Chris Kerr [10.26.18]
Wireframe will be released every fortnight, and will dive into how games are made, who makes them, and how readers can go about building their own games.
Programming, Design, Production

The Library of Congress just made game preservation a little bit easier 1
by Chris Kerr [10.26.18]
New exemptions have made it easier for video game historians to circumvent the DMCA in the pursuit of preserving and sharing culturally relevant video games. 
Console/PC, Programming, Design

Blog: Let's talk about innovation in mobile games  
by Gamasutra Community [10.26.18]
I want to take a look at some outstanding mobile games and how they innovate, while also touching on my own experiences in this field.
Smartphone/Tablet, Design

10 level design tips and tricks 9
by Gamasutra Community [10.26.18]
Tom Pugh, level designer with UK-based Lucid Games, details 10 guidelines for level design, from implementing consistent affordance to the concept of "denial and reward."
Console/PC, Indie, Art, Design

Video: How to design better controls for touch screen games  
by Staff [10.25.18]
In this GDC 2012 talk, Zach Gage addresses what it takes to develop successful controls (and therefore successful games), for touch screen devices.
Smartphone/Tablet, Design, Video

What drives players to digital murder in The Sims games 1
by Alissa McAloon [10.25.18]
A story from The Huffington Post explores why many Sims players have always found their fun outside of the game's normal objectives.
Console/PC, Design