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Updates » Design
Get a job: Temple Run's Imangi Studios seeks a Senior Game Developer  
by Staff [05.01.15]
Imangi Studios, creators of the massively popular Temple Run franchise, seek a multidisciplinary "Senior Game Developer" who is optimally proficient in Unity, too.
Smartphone/Tablet, Programming, Art, Design, Recruitment

Video: Designing procedural stealth for Invisible, Inc.  
by Staff [05.01.15]
Klei designer James Lantz showcases how to tackle new mechanics and breaks down the design of Invisible, Inc.'s procedural stealth, from its conception to its conclusion.
Indie, Design, Video, Vault

Don't Miss: Making Luigi's Mansion: Dark Moon the Nintendo way 7
by Christian Nutt [05.01.15]
In this classic interview, four developers of Luigi's Mansion: Dark Moon -- two from Vancouver-based Next Level Games, two from Nintendo -- discuss their collaborative game development process.
Console/PC, Art, Design, Production

Blog: Mood swings and character development 3
by Gamasutra Community [05.01.15]
"Virtual characters are far from feeling like real humans, but one thing that we have that machines do not, is ... a mood. Why can't we try to simulate this very essence of human behavior?"
Console/PC, Smartphone/Tablet, Indie, Design

Chess: A framework for better games  
by Gamasutra Community [05.01.15]
"As designers, it is important that we understand why certain game frameworks work. Furthermore, it is important that we not only build upon previously successful models, but that we build new ones too."
Console/PC, Smartphone/Tablet, Indie, Design

Update faster and improve player retention with server scripts 7
by Gamasutra Community [05.01.15]
An alternative to the 7-day wait you need to go through for app updates on the App Store (or even the day Google takes) -- how to modify game code stored on your server to tune your mobile game.
Smartphone/Tablet, Programming, Design

Dark dreams really don't die: Swery on D4's journey to PC 2
by Brandon Sheffield [05.01.15]
Access Games' former Xbox One exclusive episodic series D4 is coming to PC. We spoke with D4 director Swery about the shift, and got a taste of season 2.
Console/PC, Indie, Design, Production

In-depth design analysis: The mechanics of strategy game Halfway 1
by Gamasutra Community [05.01.15]
A deep look into "how slight modifications of the rules lead to completely different gameplay (which is way more interesting than merely discussing what game is more 'fun')."
Console/PC, Indie, Design

Pick a feeling. Chase it. 5
by Gamasutra Community [05.01.15]
"I ask myself 'How do I want my player to feel?', 'Do all of these items on my to-do list directly relate to this?' Only the ideas and mechanics directly related to the chosen feeling make it into my game."
Console/PC, Smartphone/Tablet, Indie, Design

Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity Exclusive 1
by Phill Cameron [05.01.15]
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate and Icewind Dale in Pillars of Eternity.
Console/PC, Indie, Art, Design, Production, Exclusive

Think in terms of platforms, and user-gen content 2
by Gamasutra Community [04.30.15]
"With the proper use of value loops to reward value givers, thinking in terms of platforms is going to be a distinct part of the future as we go forward, since it just makes too much sense."
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: Tactical level design and the metrics of space 16
by Luke McMillan [04.30.15]
In this classic 2012 feature, PhD and game educator McMillan examines how POV affects players, showcasing a variety of gameplay scenarios and different tactical choices players may be confronted with.
Console/PC, Indie, Design

The time problem 5
by Gamasutra Community [04.30.15]
"When I was much younger, I had countless uninterrupted hours to spend playing games... as much as I want to, I can no longer play any of them."
Console/PC, Design

See how Riot scaled up to produce League of Legends at GDC Europe  
by Staff [04.30.15]
Learn how Riot produces League of Legends and how designers large and small can seamlessly blend hand-made and procedurally-generated content in games at GDC Europe 2015 this August.
Console/PC, Social/Online, Indie, Design, Production, GDC Europe

How Codemasters surprise-launched Dirt: Rally onto Steam Early Access 3
by Phill Cameron [04.30.15]
We talk to Paul Coleman, lead designer on Dirt: Rally, about how Codemasters took its triple-A console franchise to Steam Early Access.
Console/PC, Design, Production, Business/Marketing

The history of Gradius: A look back at 30 years of Konami shooting 6
by Kurt Kalata [04.30.15]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 30 years ago this month, and Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its releases.
Console/PC, Design, Business/Marketing, History

Mario Kart 8 players don't need to know what the coins do 6
by Gamasutra Community [04.29.15]
"At first I believed the common misunderstanding of the coinís effects was a failure of communication, but Iíve started to believe that it isnít important, and arguably even improves the game."
Console/PC, Design

Don't Miss: Bungie's research boss revisits behavioral game design 22
by John Hopson [04.29.15]
In this 2012 feature, Bungie's head of user research revitalizes his influential and infamous article suggesting that games can be better when developers take the psychology of players into account.
Console/PC, Design

Hand over $4.99, or Spider-Man gets it 1
by Gamasutra Community [04.29.15]
The psychology of squeezing players for free-to-play purchases, as typified by Marvel Puzzle Quest and explained by real research.
Smartphone/Tablet, Design

Giving kids the feeling of feeding a real lion, with interactive video 3
by Gamasutra Community [04.29.15]
"Iím well aware that many interactive videos have been ghastly failures. But I suggest that Virry shows it is possible to do something worthwhile by adding interactivity to videos."
Smartphone/Tablet, Serious, Art, Design, Business/Marketing