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December 18, 2014
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December 18, 2014
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Updates » Design
Don't Miss: Level design tips from John Romero and other experts 1
by Marc Saltzman [11.18.14]
In this classic Game Developer feature, the world's top level designers (including developers of Doom, Quake and more) offer advice on what makes or breaks level architecture in 3D game design.
Console/PC, Design

Blog: Here's an idea - Give players stupid choices 16
by Gamasutra Community [11.18.14]
"It'd be interesting to see games with 'stupid choices' where outcomes are not clear at all. I see no reason why we need to lay out everything in front of players."
Console/PC, Indie, Design

Mutatio ex fabula: Creating interactive plot twists 3
by Gamasutra Community [11.18.14]
"Mutatio ex fabula refers to 'changes from the story.' Itís the process of adapting storytelling elements to interactive media -- plot twists as a narrative formula in a video game narrative dynamic."
Console/PC, Design

Q&A: When toy cars are infused with traditional game design Exclusive 2
by Mike Rose [11.18.14]
Earlier this year, robotics company Anki hired Joby Otero, a 23 year video game industry veteran, to help spearhead its Anki Drive project. I spoke with Otero about the design behind Anki Drive, and where he plans to take it now that he's onboard.
Console/PC, Design, Business/Marketing, Exclusive

This Week in Video Game Criticism: From Bayonetta to Beyonce and from Shakespeare to Twine Games  
by Kris Ligman [11.17.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging intersections of Shakespeare and gameplay to the pop musicality of Bayonetta 2.
Console/PC, Indie, Design

'You can't get caught up in making games for yourself' 20
by Christian Nutt [11.17.14]
Enix America existed in the NES and SNES eras before shutting down. Producer Robert Jerauld talks lessons and history in a new interview -- and spills the beans on a Dragon Quest localization that wasn't.
Console/PC, Design, Business/Marketing, History

Video: Solving the time travel paradox for Super Time Force  
by Staff [11.17.14]
This GDC 2014 talk offers us a first-hand look into how Capy Games' Super Time Force uses concepts from quantum mechanics to tackle the video game time paradox problem.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Warren Spector interviews Sid Meier about game design Exclusive 1
by Staff [11.17.14]
In this classic interview from the February 2002 issue of Game Developer magazine, one renowned game designer interviewed another to talk a bit about the creative and practical aspects of game design.
Console/PC, Design, Exclusive

Blog: From never coding to making a game in Unreal Engine 4 5
by Gamasutra Community [11.17.14]
"It took me 5 months to go from ZERO to ONE! 5 Months ago I decided to dive deep into game development. Something deep down was telling me I needed to understand all facets of game development."
Smartphone/Tablet, Indie, Programming, Design, Production

Blog: Taking a critical look back at Super Mario World 9
by Gamasutra Community [11.17.14]
"Most of all, Iím not enthusiastic about World because I donít think its level design matches the level of quality seen in the NES trio. For me, this lack is mostly a result of the newer mechanics it ignores."
Console/PC, Design

Embrace the apocalypse: Why competitive endgames and server resets make sense 11
by Gamasutra Community [11.17.14]
"When I was first confronted by the idea of a server-ending apocalyptic endgame, I was sad about losing all the stuff I worked so hard to build. But then I figured nothing lasts forever."
Console/PC, Social/Online, Indie, Design

Video: The impact of 0.2 seconds on balancing Halo 3's sniper rifle  
by Staff [11.14.14]
At GDC 2010, Bungie designer Jaime Griesemer reveals how changing the time between shots of the Halo 3 sniper rifle by 0.2 seconds had an incredibly outsized effect on the game's design.
Console/PC, Design

Blog: The question of the D20 for tabletop design 7
by Gamasutra Community [11.14.14]
On developing a tabletop game without using the most iconic of dice -- an examination of how different systems use it and what effect it has on gameplay.
Console/PC, Design

Blog: In search of art with Jack King-Spooner 1
by Gamasutra Community [11.14.14]
Art-indie dev Jack King-Spooner on making games: "In terms of outcome games are more rewarding. In terms of process, painting and making music is more rewarding."
Console/PC, Indie, Art, Design

Don't Miss: Designing the hit mobile game Monument Valley Exclusive 8
by Kris Graft [11.13.14]
Earlier this year, Monument Valley lead designer Ken Wong told us about designing a game that stands out from the crowd with a development team embedded inside a creative agency.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

The benefits of less visual detail 17
by Gamasutra Community [11.13.14]
"The burden of realistic visuals is that people expect to be able to interact with the game's realistic world in a realistic sense. They expect to be able to push that chair out of the way."
Console/PC, Indie, Art, Design

Game as memorial: That Dragon, Cancer developer reflects  
by Christian Nutt [11.12.14]
"'Why should you get to memorialize your son in this way?' 'What about all the other families and children who have suffered?' 'What makes you so special?' The answer is, of course, nothing." - Ryan Green
Console/PC, Indie, Design

Don't Miss: The challenges of writing Dragon Age 24
by Brad Kane [11.12.14]
In this classic feature, Gamasutra examines the writing process of the Dragon Age series and how player choice is balanced against Bioware's narrative by speaking with lead writer David Gaider.
Console/PC, Design

Molyneux faces unexpected challenges as a mobile game maker 3
by Alex Wawro [11.12.14]
The long-time designer says mobile game design has been some of the hardest work he's done, in part because he underestimated how easy it is to design ethical monetization systems.
Smartphone/Tablet, Design

See how Storm8 cooks up a successful mobile sim game at GDC 2015  
by Staff [11.12.14]
Storm8 game design chief Dan Scheidegger is coming to GDC 2015 to run down exactly what worked -- and what didn't -- during development of Restaurant Story 2.
Social/Online, Smartphone/Tablet, Design, GDC