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March 29, 2015
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March 29, 2015
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Updates » Design
Red vs. Blue: Which team should you choose? 7
by Gamasutra Community [02.27.15]
"The rules of the Olympics stipulate that one competitor is randomly assigned a blue outfit while the other gets red. The researchers found that those wearing red uniforms won a statistically significantly larger portion of their matches."
Console/PC, Design

Darkest Dungeon, and encouraging the player to have a deep bench 6
by Gamasutra Community [02.26.15]
"What makes this system so great isn't that it makes things harder, it is that it creates more choices with unclear answers: Questions that are interesting and meaningful to the people in the game world."
Console/PC, Indie, Design

The criteria I used to evaluate arcade games at Nintendo: Still relevant 5
by Gamasutra Community [02.26.15]
"Perform your own game analysis. Analyze your own game against similar games today and yesteryear. How do they measure up? Define your own key metrics and the criteria you deem necessary for a successful game."
Console/PC, Smartphone/Tablet, Indie, Design

Making shooter gameplay more engaging with animated cover 14
by Gamasutra Community [02.26.15]
An in-depth analysis of an experiment in using different types of animated -- that is, moving -- cover in shooters. "Can we make the most efficient gameplay also the most engaging gameplay?"
Console/PC, Indie, Design

Make room in your GDC 2015 schedule for these standout talks  
by Staff [02.26.15]
As everyone finalizes their GDC 2015 conference schedules, we'd like to take a moment to highlight some standout sessions that you should keep on your radar.
Console/PC, Art, Design, Production, GDC

What to watch out for in AB testing  
by Gamasutra Community [02.26.15]
Wisdom earned from six years running an analytics company: "Here are some lessons learned from designing these A-B tests and interpreting the results."
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Level Design In a Day: An expert roundtable Q&A 3
by Joel Burgess [02.26.15]
Level designers behind games such as Gone Home and Sunset Overdrive, and from studios such as Bethesda, Campo Santo, and Blendo Games answer questions about the craft of their discipline.
Design

Don't Miss: Treating 'Old Grumpy Designer' Syndrome 26
by Alexandre Mandryka [02.25.15]
In this classic feature, design consultant Alexandre Mandryka examines what happens when game designers have no clear career path, and there's no culture in the studio that helps nurture them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

These are your GDC 2015 Game Narrative poster session winners  
by Staff [02.25.15]
Organizers of GDC and the Game Narrative Summit are happy to announce the 2015 Student Narrative Analysis Competition winners, who all receive passes to this year's March conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC

Learn how roguelike design can level up your game at GDC 2015 1
by Staff [02.25.15]
At GDC 2015 next week, Riot Games VP of Game Design Tom Caldwell will break down what the League of Legends company has learned about roguelike appeal in its game design R&D work.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Road to the IGF: State of Play's Lumino City  
by Phill Cameron [02.25.15]
Gamasutra talks to developer State of Play about its game Lumino City, as part of our Road to the IGF series.
Console/PC, Indie, Art, Design, IGF

Don't Miss: What game makers can learn from Magic: The Gathering 33
by Will Luton [02.24.15]
In this classic feature, Will Luton deconstructs the original collectible card game, Magic the Gathering, and the important lessons it holds for today's video game designers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Remember: GDC 2015 online registration closes tomorrow  
by Staff [02.24.15]
With just over a day left until online registration for GDC 2015 ends on February 25th at 11:59 PM PT, conference organizers are encouraging anyone interested in attending to register now.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

A Humongous chance: The death and life of the best game you never played 12
by Gamasutra Community [02.24.15]
A short, personal history of Humongous Entertainment and a look inside the development of cult-classic Moonbase Commander -- a fascinating project with an even more surprising history.
Console/PC, Design, Production, Business/Marketing

GDC 2015: Don't miss these standout Summit sessions  
by Staff [02.24.15]
The 2015 Game Developers Conference is next week! Today, show officials are highlighting a few more noteworthy Summit sessions that you should keep on your radar as you prepare for the show.
Console/PC, Social/Online, Indie, Design, Business/Marketing, GDC

Playtesting games at the DMV 9
by Gamasutra Community [02.24.15]
People are bored, so why not? Here's how one dev did it: "If you’re part of a small team and working on a mobile game (or app), playtesting at the DMV can be very productive."
Smartphone/Tablet, Indie, Design, Production

Blog: Design issues with survival games 5
by Gamasutra Community [02.24.15]
"After playing Rust, H1Z1, and DayZ, I found some constant issues with the genre," writes Alex Nichiporchik. And in this post, he lays out the problems -- and the solutions.
Console/PC, Indie, Design

Darkest Dungeon: Designing for despair, and kicking you when you're down 7
by Phill Cameron [02.24.15]
We talk to Chris Bourassa and Tyler Sigman of Red Hook Studios about the difficulty of Darkest Dungeon, and why they want their narrator to compound defeat by insulting the player.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Get a job: Cloud Imperium Games seeks a Design Director  
by Staff [02.23.15]
The house responsible for Star Citizen is hiring an experienced designer to work directly with Chris Roberts in a leadership role at the company's Santa Monica, CA office.
Console/PC, Design, Recruitment

Road to the IGF: The Astronauts' The Vanishing of Ethan Carter  
by Kris Graft [02.23.15]
If you're familiar with the team at Polish studio The Astronauts, the Independent Games Festival-nominated The Vanishing of Ethan Carter may seem like a departure.
Indie, Design, Video, IGF