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April 29, 2016
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April 29, 2016
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Updates » Design
Video: Behind the scenes of designing music and sound for Hohokum  
by Staff [04.04.16]
In a talk at GDC 2015, Sony Santa Monica's David Collins and Mike Niederquell talked at length about how they worked to iterate the sound design of the idiosyncratic game Hohokum with its developers.
Console/PC, Indie, Audio, Design, Production, Video

Don't Miss: Deconstructing the enduring design of Dark Souls 49
by Robert Boyd [04.04.16]
As Dark Souls 3 draws nigh, look back at the series' enduring design roots as game designer Robert Boyd explores the design of the popular (but often misunderstood) hit in this classic 2012 feature.
Console/PC, Design

The 5 things players say they want from a mobile game 3
by Gamasutra Community [04.04.16]
"When questioned about the feelings that arose from their favorite ‘sink’ games, gamers across the board agreed they like to sink into 'fun core games,' 'a game that is worth my time,' 'more of what I already like.'"
Smartphone/Tablet, Design

Matters of scale in level design 3
by Gamasutra Community [04.04.16]
"Star Citizen has many playgrounds, and it falls to the level designers to lay them out and fill them with stuff to do regardless of their scale. However, at every level the philosophy remains the same."
Console/PC, Design

Rez's Mizuguchi: His quest 'to make the player happy' changed his games 1
by Christian Nutt [04.01.16]
"There was a different sort of expression I was searching for. How do I make the player happy? How do I make the people around the player happy, too?"
Console/PC, Design, History

Devs Answer: What are the best ways to trick players? 3
by Bryant Francis [04.01.16]
We ask developers the best ways to trick their players on this, the day of April Fool's.
Console/PC, Indie, Design

EVE Online's big battle proves players are the content in a sandbox MMO 1
by Christian Nutt [04.01.16]
In content-driven MMOs, players burn through handcrafted contnet and then abandon the game; in EVE Online, they're driven to keep playing for years.
Console/PC, Social/Online, Design

Video: How Klei found success with an anti-social game: Don't Starve 2
by Staff [04.01.16]
Speaking at GDC 2014, Klei's Kevin Forbes shares lessons learned from developing a polarizing game -- and how you can apply those lessons to find and foster the audience that will love your game.
Console/PC, Indie, Design, Production, Video, Vault

We don't get what the point of Miitomo is, but that's okay 10
by Staff [04.01.16]
The Gamasutra staff takes on Miitomo. What the hell is it? Is it any good? Does it portend anything for Nintendo's fortunes on mobile, or its overarching strategy for the space? We dive right in.
Smartphone/Tablet, Design, Business/Marketing

Blog: Breaking Chess, but just enough  
by Gamasutra Community [04.01.16]
"What if we removed experience and years of study from the equation? How much would that level the play field? What if every chess game was different and you had to learn it on the fly?"
Indie, Design

Maybe it's time to kill your game and move on: Supercell on cutting its losses 14
by Kris Graft [04.01.16]
Supercell is super-good at failing at making successful games. Yet when the company does make a hit, it hits big.
Smartphone/Tablet, Design, Production

Reminder: GDC Europe 2016 call for talks closes on Friday!  
by Staff [03.31.16]
Just a quick reminder that the call for submissions to present lectures and panel sessions at the Game Developers Conference Europe in August ends tomorrow: Friday, April 1st, at 11:59 PM Pacific.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Dwarf Fortress: Figuring out how to simulate the universe, one step at a time  
by Christian Nutt [03.31.16]
"If I could push a button and make it happen I would do it, but since you have to prioritize it’s like we’re more on a crusade to put the narratively interesting parts of the world. We don’t care about atoms and stuff."
Console/PC, Indie, Design, Production

Get a job: Tripwire Interactive is hiring a Lead Designer  
by Staff [03.31.16]
The studio that built Killing Floor 2 seeks an experienced game designer to take a lead designer role at Tripwire's Roswell, GA offices.
Console/PC, Design, Recruitment

Mable & The Wood: Expanding a prototype & wrestling with difficulty  
by Lena LeRay [03.31.16]
Andrew Stewart of Triplevision Games talked to us about how Mable & The Wood has changed since that initial Ludum Dare prototype.
Indie, Design, Video

Don't Miss: Lessons CCP learned from EVE Online's player council 7
by Alexander Gianturco [03.31.16]
In this classic feature, EVE Online player Alexander "The Mittani" Gianturco examines the ups and downs of having a player council in your game who can advocate directly to the dev team.
Console/PC, Social/Online, Design, Production

How Japanese mobile game makers go after whales: 5 popular gacha mechanics 5
by Gamasutra Community [03.31.16]
"Today, the once simple mechanic has spawned a whole array of variations. In the context of this post, I introduce five of the top gacha variants that were or are being used in mobile games."
Smartphone/Tablet, Design, Business/Marketing

Deck-builder design analysis: Epic Card Game  
by Gamasutra Community [03.31.16]
"Epic is an extraordinarily ambitious game. Its creators are trying to build a skyscraper on a cracked foundation. Whether they pulled it off is subjective, but their efforts are definitely worth a look."
Console/PC, Smartphone/Tablet, Indie, Design

Vainglory dev and Twitch announce multi-million dollar eSports partnership 1
by Chris Baker [03.31.16]
The developer Super Evil Megacorp has announced a three-year, multi-million dollar partnership with Twitch to promote and support the eSports community around their touchscreen MOBA Vainglory.
Smartphone/Tablet, Design, Business/Marketing, Video

Why we open-sourced 80 Days' narrative scripting language, Ink 6
by Gamasutra Community [03.31.16]
"We know it would be hugely valuable to other developers and writers, especially those who are used to Excel and Word. Ink has been designed from the ground up to have a certain set of affordances."
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing