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November 29, 2015
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November 29, 2015
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Updates » Design
StarCraft, and getting to the heart of the game and its story  
by Christian Nutt [11.06.15]
"It doesn’t have to be Shakespeare. It doesn’t have to be perfect. What is perfect? We want to build these things as best we can." - Blizzard VP of Story and Franchise Development, Chris Metzen
Console/PC, Design

Don't Miss: Ten years of World of Warcraft 21
by Gamasutra Community [11.06.15]
In this classic 2014 piece, Raph Koster looks back at the MMO juggernaut: "If anything, it’s possibly the biggest game design achievement in all of virtual world history."
Console/PC, Social/Online, Design

The making of Prince of Persia: The Sands of Time GDMag Exclusive  
by Yannis Mallat [11.06.15]
Ubisoft's masterful reboot of the Prince of Persia franchise was released 12 years ago today. Yannis Mallat wrote this postmortem for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, Business/Marketing, History, GD Mag Exclusive

20 years of Fallout: Lessons learned shipping games in the wasteland 3
by Alex Wawro [11.06.15]
As the game industry braces for Fallout 4, Gamasutra speaks to developers who have worked on multiple Fallout games to learn how things have changed in the 20+ years since the series got its start.
Console/PC, Design, Production

'Don't surprise me!', or preventing input-related frustration 2
by Gamasutra Community [11.05.15]
"Design challenges related to the contextual input scheme on our first-person platformer... The following guidelines are related to a design principle known as the Principle of Least Astonishment."
Console/PC, Indie, Design

Land Sliders dev shares Prettygreat mobile game design tips at GDC 2016  
by Staff [11.05.15]
GDC officials highlight a pair of great GDC 2016 talks from the designers of hit mobile game Land Sliders and a panel of experienced community managers across the industry.
Console/PC, Smartphone/Tablet, Design, Business/Marketing, GDC

Playing with optical illusions in Anamorphosis 1
by Lena LeRay [11.05.15]
Lucien Chen's interesting indie puzzler is all about finding the right vantage point so that hidden images become clear.
Console/PC, Indie, Design, Production, Video

Breaking the 'shmup' dogma 2
by Gamasutra Community [11.05.15]
"What I am attempting to do is to preserve the conquests and challenge that are integral to shumpping... So, let's look at some of those rules and how to subvert them."
Console/PC, Indie, Design

The making of Call of Duty 4: Modern Warfare GDMag Exclusive 1
by Zied Rieke & Michael Boon [11.05.15]
Infinity Ward's influential shooter debuted 8 years ago today. The lead designer and technical art director wrote this postmortem of it for Game Developer magazine.
Console/PC, Design, Production, Business/Marketing, History, GD Mag Exclusive

Game design lessons from Super Mario Maker 3
by Gamasutra Community [11.05.15]
"As I dug deeper into the editor and the offerings put out, I came to realize and reaffirm some important elements about game design... something that Nintendo has known about for years."
Console/PC, Design

You need a good pitch, and here's why 13
by Tanya X. Short [11.05.15]
Most self-identified indie devs will agree that we can update the standard advice from “just make a good game” at least to “make a good game and market it well.” You also need a good pitch.
Indie, Design, Business/Marketing

Don't Miss: How Bethesda started making Fallout games 2
by Chris Remo [11.04.15]
In this classic 2008 interview, Fallout game director Todd Howard opens up about how the company tried to manage the franchise well, from researching the game's world to answering a rabid fanbase.
Console/PC, Design, Production

The Fragility and Pain of Friendship in We Know the Devil  
by Joel Couture [11.04.15]
Friendship is a major theme of this visual novel about three teens stuck in a religious summer camp. It explores the difficulties and pain surrounding this precious aspect of our lives.
Indie, Design, Production

Pitch your game prototypes to GDC's Experimental Gameplay Workshop  
by Staff [11.04.15]
The ever-popular Experimental Gameplay Workshop returns to GDC next year, and the event's organizers have issued a call for submissions of new "experimental" video game prototypes.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

The game dev letters: A series on The Beginner's Guide 1
by Liz England, Samantha Kalman [11.04.15]
Sentris developer Samantha Kalman and Insomniac Games designer Liz England exchange fascinating insights on The Beginner's Guide, and what it means to be a creator who happens to makes games.

Prototypes: The Lego blocks of game development 2
by Gamasutra Community [11.03.15]
"By creating a ton of prototypes, I feel I’ve created a solid game development methodology that should benefit anyone creating games by themselves or on a team."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Designing a puzzle game to be played with non-human senses  
by Staff [11.03.15]
At GDC Europe 2015 indie game maker Ivan Notaros shares what he learned in making Scanner, a unique puzzle game that replaces the player's natural vision with a photo-based "poor man's 3D scanner."
Indie, Design, Video

Don't Miss: The making of Star Wars: Droidworks GDMag Exclusive 1
by Jon Blossom & Collette Michaud [11.03.15]
This Game Developer Magazine postmortem details the making of Lucas Learning's classic 1998 game, which taught young Padawans about using the forces of Energy, Magnetism, Motion, and Light.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Ms. Pac-Man is the star of a Classic Game Postmortem at GDC 2016  
by Staff [11.03.15]
Veteran designer and engineer Steve Golson will be delivering a Classic Postmortem of his influential ‘80s arcade game Ms. Pac-Man at GDC 2016 in March!
Console/PC, Design, GDC

5 tips for A/B testing in free-to-play games  
by Gamasutra Community [11.03.15]
"The impact of any changes you make to a game need to be measured, so you’re likely to use A/B testing, but your method can dramatically impact how meaningful your results are."
Social/Online, Design