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July 28, 2015
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Updates » Design
Visual cues in level design 1
by Gamasutra Community [07.10.15]
"It's sometimes easy to forget how much design and art need to coexist, nevertheless; we need to make sure our visual cues are properly motivating."
Console/PC, Art, Design

DayZ's Dean Hall: 'I both love and hate Early Access' 6
by Christian Nutt [07.09.15]
As the DayZ creator embarks on a new venture, he speaks at length about the pitfalls and possibilities of Early Access development, as learned on that massively successful project.
Console/PC, Indie, Design, Production, Business/Marketing

What's the point of Amiibos? Animal Crossing's director explains  
by Christian Nutt [07.09.15]
"Amiibos aren't just figurines. The most important part is that they link or connect with games. They interact with games."
Console/PC, Design, Business/Marketing

Don't Miss: The quotable history of Nintendo's Virtual Boy 17
by Frank Cifaldi [07.09.15]
Back in 2011, comparisons were made between Nintendo's slow-going 3DS and its 1995 experiment, the Virtual Boy. In this classic feature, we recount Virtual Boy's history in Nintendo's own words.
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Using the fun of tension to engage players 2
by Gamasutra Community [07.09.15]
"Tension is that sharp pendulum swinging above your head and reminding you that you have to perform well, whatever that means in a particular system."
Console/PC, Smartphone/Tablet, Indie, Design

Making the episodic cartoon Victorian adventure Bertram Fiddle 1
by Gamasutra Community [07.09.15]
"The scope was really big; there were a lot of challenges. This post will hopefully be of help to other small teams that want to produce point-and-click games or other titles that rely on a lot of content."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How basic UX faults can kill your free-to-play revenue 1
by Gamasutra Community [07.09.15]
A Minions Paradise case-study: "This becomes very tedious, very fast - and it doesn't feel like a casual grind, it very much feels like a unnecessary interaction keeping me from enjoying the gameplay."
Smartphone/Tablet, Design, Business/Marketing

What happens when you give players 100 tries to beat a roguelike? Exclusive 4
by Phill Cameron [07.09.15]
We talk to Dan Marshall of Size Five Games about The Swindle's firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, Video

Journey's Hunicke: The industry must come together, evolve, and innovate 2
by Christian Nutt [07.08.15]
"No one would have given money to Notch for Minecraft -- now look! That kind of effort comes from a genuine love for the medium itself..."
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: Breaking the NES - Developing Shovel Knight 21
by Gamasutra Community [07.08.15]
In this classic blog, Yacht Club Games coder David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Programming, Art, Audio, Design

Yokoi remembers Nintendo's struggle to understand his Game Boy 1
by Alex Wawro [07.08.15]
In an interview from '97 newly translated and published by Shmuplations, Gunpei Yokoi shares some intriguing opinions on his approach to game design and the state of console games in the '90s.
Console/PC, Design, Business/Marketing

Blog: How do you grow a series mechanically? 4
by Gamasutra Community [07.08.15]
"The problem subsequent Batman games had to then deal with then is this: What now? Because Arkham City didn’t feel like it had any huge mechanical gaps that subsequent games could fill in."
Console/PC, Design

Design 101: Emotional Alignment 2
by Gamasutra Community [07.08.15]
"Emotional Alignment is the cornerstone of keeping players engaged. When your players are in Emotional Alignment with your game, everything feels right. They have a protagonist’s drive to pursue your game’s goals."
Console/PC, Indie, Design

Creating an enemy setup using archetypes 3
by Gamasutra Community [07.08.15]
“Each Setup should ask the player a question. In the combat system we’re creating, every setup asks the same two questions: 'Who do you want to attack first and what weapon will you use to do it?'”
Console/PC, Indie, Design

Don't miss: The storytelling secrets of Virtue's Last Reward 7
by Christian Nutt [07.07.15]
With Zero Escape 3 formally announced, let's take a look back at what made the last game in the series so notable -- its unique and clever narrative-based game design.
Console/PC, Design

Video: Innovating interactive fiction with 80 Days' Jon Ingold 1
by Staff [07.07.15]
At GDC 2015 Inkle co-founder Jon Ingold explains how the outfit's design strategies evolved to produce games like 80 Days, and how it successfully fields interactive fiction games on mobile devices.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Video, Vault

Blog: What 'really happened' to Tale of Tales' Sunset 8
by Gamasutra Community [07.07.15]
The Astronauts' Adrian Chmielarz takes a look at the game: "The game was technically and visually the best that Tale of Tales ever produced. It tried to tell a meaningful story and be a meaningful experience."
Console/PC, Indie, Design, Business/Marketing

'Our love for videogames': Tale of Tales' approach to the medium 13
by Gamasutra Community [07.07.15]
"We are sad that we haven’t been able to make anything we can consider a masterpiece. We can only hope that our modest contribution can inspire future, more capable generations."
Console/PC, Indie, Art, Design, Production, Business/Marketing

ARK hits 1 million sold, reveals UE4 modding toolset  
by Bryant Francis [07.07.15]
Studio Wildcard has announced new modding support for hit Steam early access game Ark: Survival Evolved, which has now sold an impressive 1 million copies.
Console/PC, Programming, Art, Design, Production

Shadow play: On Feist coming back from the dead  
by Phill Cameron [07.07.15]
We talk to Bits and Beasts about their soon-to-be-released Feist, and the challenges of spending six years developing the same game.
Console/PC, Indie, Programming, Art, Design, Production, Video