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Updates » Design
Why Candy Box became more social than 'social games' Exclusive 14
by Leigh Alexander [05.07.13]
The recent fervor for browser-based Candy Box yields fascinating lessons about social games -- maybe it hasn't been the mechanics or the virality players hated, but the presentation.
Social/Online, Indie, Design, Exclusive

11 tips for maximizing player expression 5
by Gamasutra Community [05.07.13]
While it's well and good for the author of a game to express herself, the player doing so is more crucial, argues Daniel Cook, designer at Triple Town studio Spry Fox.
Indie, Design

Learning in games, learning from mistakes 2
by Gamasutra Community [05.07.13]
An interview with SpaceChem's Zach Barth, on the complexities of using games to teach players -- and how the hard lessons he learned making his last game improved his new one, Ironclads.
Indie, Design

How players master your game 7
by Gamasutra Community [05.07.13]
How can games take "a moment to learn, but a lifetime to master?" As part of his PhD research, Sebastien Hock-koon investigated the process by which players improve and grow.
Console/PC, Design

4 tips for building an in-game store 6
by Gamasutra Community [05.06.13]
How do you drive players to your in-game store and encourage them to pay? This simple but useful blog post outlines some best practices.
Social/Online, Smartphone/Tablet, Design, Business/Marketing

One developer's bold step forward on iOS 7
by Staff [05.06.13]
In Gamasutra's latest original postmortem, Appy Entertainment's Animal Legends is put under the microscope -- and as the developer was trying new things, there are plenty of hard lessons.
Smartphone/Tablet, Art, Design, Production, Business/Marketing

This Week in Video Game Criticism: From Design to Mirror Worlds  
by Cameron Kunzelman [05.06.13]
This week, our partnership with game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics including mirror worlds and more.
Console/PC, Indie, Design

Figuring out a way to discuss games as experience 6
by Gamasutra Community [05.06.13]
DigiPen professor Neils Clark sifts through the fallout of recent design debates, highlighting the struggle we face when attempting to describe games as experiences as opposed to designs.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

'This industry's in need of a shake-up' 40
by Kris Ligman [05.06.13]
Tomb Raider writer and #1ReasonToBe originator Rhianna Pratchett talks improving quality of life for developers and actions speaking louder than words.
Console/PC, Design, Production

Blog: The problem with game reviews 12
by Gamasutra Community [05.06.13]
Do numerical rankings really make sense for video game reviews? Looking to restaurant reviews can shed some light.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: 'Free' is getting very expensive 28
by Gamasutra Community [05.06.13]
When a player springs for a "founder's fee" in a new MMO, what do they really get? Ramin Shokrizade examines Marvel Heroes and MechWarrior Tactics.
Social/Online, Design, Business/Marketing

Video: 'Hothead developers' rant at GDC 2013 8
by GDC Vault Staff [05.06.13]
The tradition of developer rants at GDC continues, with 2013's edition including OUYA's Kellee Santiago, Eidos turned indie dev Anna Marsh, and Chris Hecker's now famous wordless rant.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video

This code-free design tool lets you freehand your games 6
by Kris Ligman [05.03.13]
In the vein of accessible tools like Unity, Inform7 and Twine comes Robin Rath's Pixel Press, an iOS app which allows its users to "sketch" game levels and scan them into their iPad or iPhone.
Smartphone/Tablet, Indie, Art, Audio, Design

How Hundreds' minimalist design paid off GDMag Exclusive 2
by Staff [05.03.13]
In this postmortem extract from the May 2013 issue of GD Mag Hundreds co-developer Adam Saltsman discusses the pros and cons of the game's aesthetic minimalism.
Smartphone/Tablet, Indie, GD Mag, Design, Production, GD Mag Exclusive

Video: Designing a new emotional experience in Journey 5
by GDC Vault Staff [05.03.13]
Thatgamecompany's Jenova Chen wanted Journey to be genderless and ageless, with gameplay that was neither about achievements nor empowerment.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Video

Making an action game minion 2
by Gamasutra Community [05.03.13]
Mobile game developer Tim Harris shares the process of creating an enemy minion in the upcoming game Morning Star. See how the "Renfield" came to be, from concept to wireframe animation.
Smartphone/Tablet, Art, Design

Jagex thinks it has cracked HTML5 with RuneScape 3 Exclusive 5
by Mike Rose [05.03.13]
This summer, UK-based developer Jagex will release RuneScape 3, an HTML5 update of its classic MMORPG. Why does the company believe it can succeed where others are dropping out?
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Business/Marketing, Exclusive

Blog: The agony of rereading a younger self 6
by Gamasutra Community [05.03.13]
It can be somewhat excruciating revisiting a game you created years prior, because you've changed so much since you first made it. But circumstances sometime force you to face that work once again.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

How Jagex plans to entice new players into its 12-year-old MMO Exclusive 3
by Mike Rose [05.03.13]
RuneScape first launched 12 years ago, and is now one of the most content-filled MMOs available. With the upcoming RuneScape 3, Jagex has a plan to reel in those players still daunted by the scale.
Console/PC, Social/Online, Design, Business/Marketing, Exclusive

Germany's big indie game conference, in pictures 3
by Gamasutra Community [05.03.13]
Every year in the last week of April, Berlin celebrates games with an indie festival called A MAZE. Here's an inspiring (and thorough) recap from one of its participants, Jana Reinhardt.
Indie, Design