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September 3, 2015
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September 3, 2015
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Updates » Design
Don't miss: The fight to finish Galak-Z 8
by Alex Wawro [08.04.15]
17-Bit CEO Jake Kazdal speaks to Gamasutra about the development of Galak-Z and why 17-Bit decided to switch gears and embrace procedural generation, throwing out months of work in the process.
Console/PC, Indie, Design, Production

Don't miss: Evaluating game mechanics for depth 31
by Mike Stout [08.04.15]
Ratchet and Skylanders designer Mike Stout writes on depth: "To me, it describes a sweet spot -- that point during a game where the player can repeatedly display his mastery of a game mechanic."
Console/PC, Design

5 lessons learned building Vainglory, a MOBA for touchscreens 3
by Gamasutra Community [08.04.15]
"I wanted to share five lessons we’ve learned while developing the game and bringing a super core, traditionally PC-only genre to touch screens."
Smartphone/Tablet, Programming, Design, Production, Business/Marketing

A narrative fallacy: It's all about Aristotle 20
by Gamasutra Community [08.04.15]
Warren Spector explains how crucial it is for game narrative to matter -- and shares examples from Deus Ex and Epic Mickey that showcase how you do it.
Console/PC, Design

Sponsored: From hindsight to insight to foresight in the Azure cloud  
by Lee Stott, Technical Evangelist, Microsoft UK [08.04.15]
Microsoft Azure offers a number of benefits for people planning to build analytics into their games.
Programming, Design, Sponsored Article, Microsoft Sponsored

Cities: Skylines dev: Don't punish your players; teach them 9
by Alex Wawro [08.04.15]
Cities: Skylines lead designer Karoliina Korppoo offers a postmortem of sorts at GDC Europe, deconstructing her design philosophy and making a case for designing games that teach, rather than punish.
Console/PC, Design, GDC Europe

Valve shares advice on designing great VR game interactions  
by Alex Wawro [08.04.15]
At GDC Europe today, Valve's Yasser Malaika shared some key lessons learned about how to make great VR game interactions by both Valve's own devs and external dev partners like Owlchemy Labs.
Console/PC, Design, GDC Europe

Don't Miss: Fixing Final Fantasy XIV 10
by Gamasutra Community [08.03.15]
This candid 2011 interview sees producer Naoki Yoshida setting out on his journey to redevelop Final Fantasy XIV into A Realm Reborn: A Quixotic quest, ultimately successful.
Console/PC, Design, Production

Reducing difficulty dynamically and invisibly 3
by Gamasutra Community [08.03.15]
"The key is that dynamic difficulty, when it’s done right, is about tailoring the overall curve of the entire game to each player, and not simply removing a challenge if they fail at it a few times."
Console/PC, Design

What does player retention look like for a week-long game?  
by Gamasutra Community [08.03.15]
Ron Carmel on Subterfuge's retention: "We know this is not a mass market game. Those who love it will happily stick around and those who don’t are better off not playing."
Smartphone/Tablet, Design

Cambridge researchers use brain training game to treat schizophrenia  
by Chris Kerr [08.03.15]
A research team out of Cambridge is using a brain training game to combat day-to-day schizophrenia symptoms.
Smartphone/Tablet, Design

This Week in Video Game Criticism: From cat collection to Metal Gear codec calls  
by Kris Ligman [08.03.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the zen patience of Metal Gear Solid's codec calls to the feline indifference of mobile hit Neko Atsume.
Console/PC, Smartphone/Tablet, Indie, Design

Cat and mouse: How Bohemia bags cheaters in DayZ  
by Alex Wawro [08.03.15]
After studying them intently for some time, DayZ associate producer Eugen Harton shares lessons learned on how to detect and combat cheaters in your own game.
Console/PC, Design, GDC Europe

Advice on making believable VR games, from a Sony Morpheus dev 2
by Alex Wawro [08.03.15]
At GDC Europe today, SCEE's John Foster shared advice for fellow devs on making believable, enjoyable VR games based on his experiences crafting Project Morpheus demos like The London Heist.
Console/PC, Design, GDC Europe

How CD Projekt Red made crafting work with Witcher 3's dynamic economy 2
by Alex Wawro [08.03.15]
At GDC Europe, CDPR's Matthew Steinke offers a behind-the-scenes look at how he led design of The Witcher 3: Wild Hunt's crafting system and how he made it play nice with the game's dynamic economy.
Console/PC, Design, GDC Europe

Gameplay vs. story: How to strike the balance you want 3
by Gamasutra Community [08.03.15]
Experienced narrative designer Evan Skolnick (Star Wars: Battlefront, Dying Light) explores how different games balance gameplay and story, and offers a design framework for making your own choice.
Console/PC, Smartphone/Tablet, Design

GameDevTweets: A week's worth of what your peers are saying  
by Staff [07.31.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. We've grabbed a load of the past week's best tweets.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

What brings a virtual city to life? 6
by Katherine Cross [07.31.15]
"The truly magical thing about virtual cities is that they often imprint themselves on our lives in much the same way that physical geographies do." Columnist Katherine Cross examines where virtual worlds succeed--and fail.
Design

Ex-Blizzard creative chief Pardo: The quote-unquote 'MMO' is over 5
by Christian Nutt [07.31.15]
There are plenty of persistent online games, but the MMO as we know it just isn't possible (or desirable, if avoidance of the term is any indication).
Console/PC, Social/Online, Design, Business/Marketing

Pursuing positivity: A personal game-making journey  
by Gamasutra Community [07.31.15]
"Making a dream come true is constant and hard work… and absolutely thrilling. We hope you’re able to make use of this article to benefit your own journey."
Smartphone/Tablet, Design, Production