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November 28, 2015
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November 28, 2015
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Updates » Design
How Renowned Explorers folds diplomacy into its combat system 5
by Phill Cameron [11.03.15]
Adriaan Jansen of Abbey Games explains the process of designing a sophisticated combat system that accommodates diplomatic strategies, and tracks the shifting mods and attitudes of characters.
Console/PC, Indie, Design, Production, Video

This Week in Video Game Blogging: From No Man's Sky to the level design of Phantasy Star II  
by Critical Distance [11.02.15]
"This week, our partnership with Critical Distance brings us picks on how Spore's and No Man's Sky's have been anticipated in the press to level design as storytelling in Phantasy Star II."
Console/PC, Indie, Design

Treyarch aims to add mod tools and a map editor to Black Ops 3  
by Alex Wawro [11.02.15]
The studio is pledging to try and release official mod and mapping tools for the PC version of Black Ops 3 next year, placing it in stark contrast to recent Call of Duty and Battlefield games.
Console/PC, Design

Don't Miss: Creating the handcrafted art of Lumino City 1
by Phill Cameron [11.02.15]
IGF Finalist Lumino City just debuted on iOS, and a whole new audience is discovering its unique handcrafted visuals. We interviewed developer State of Play about the game earlier this year.
Smartphone/Tablet, Indie, Art, Design

Classic Postmortem: Asheron's Call GDMag Exclusive 1
by Toby Ragaini [11.02.15]
This long-running MMORPG turns 16 today. Designer Toby Ragaini wrote a postmortem of the game's design Game Developer magazine, which is published here online for the first time to mark the occasion.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

The three biggest ways to fail players in free-to-play games 3
by Gamasutra Community [11.02.15]
"If you want to create fun experiences for your players, you have to know not only the best ways to do that, but also the biggest pitfalls that can block that."
Smartphone/Tablet, Design

Why you should be checking out this year's interactive fiction competition  
by Gamasutra Community [11.02.15]
Interactive fiction expert Emily Short: "As I write this, we're 2/3 of the way through the judging period. ... I think it's already safe to say that we're looking at the comp's most impressive year yet."
Indie, Design

Why it's good to avoid large decision spaces 6
by Gamasutra Community [11.02.15]
"Thatís why Go beginners are taught on smaller boards. Smaller boards mean smaller decision spaces, and that means that players with limited experience and knowledge can still make informed decisions."
Console/PC, Indie, Design

The making of The Beast Within: A Gabriel Knight Mystery 2
by Gamasutra Community [11.02.15]
"Jensen decided the time had come to test his strength of character. She dug up her original idea of Gabriel investigating a series of murders that locals believed to be the work of a werewolf."
Console/PC, Design, Production, History

Designing difficulty in role-playing games 12
by Bryant Francis [11.02.15]
Difficulty isn't just about adjusting numbers for "Easy," "Medium," and "Hard" mode. Three developers share tips on how to use difficulty to make an RPG more deep, flexible and engaging.
Console/PC, Design

Don't Miss: How 343 artists redesigned the look and feel of Halo 2
by Colin Campbell [10.30.15]
"It is about designing the character, but it's also about storytelling." 343 Industries senior concept artist Gabriel "Robogabo" Garza obsessed for years over the design of Halo 4's updated Master Chief.
Console/PC, Art, Design

Microtransaction migration: Team Fortress 2 vs. Payday 2 2
by Gamasutra Community [10.30.15]
"Taking a game and making it F2P is not a light decision; you need to provide benefits to new players while not stepping on the toes of your dedicated fanbase."
Console/PC, Design, Business/Marketing

Classic Postmortem: Silent Hill 4: The Room GDMag Exclusive 2
by Akihiro Imamura & Akira Yamaoka [10.30.15]
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

Is the video game market ready for polarizing games? 2
by Gamasutra Community [10.30.15]
"Corpse of Discovery is a very polarizing videogame. It is game that only resonates with an audience that has experienced some sort of loss or failure, someone who has missed out on things or regret from their choices."
Indie, Design, Business/Marketing

UX walkthrough: Anatomy of a usability test in video games 5
by Gamasutra Community [10.30.15]
"User experience design has become the mainstay of creating intuitive and rewarding offline, online digital experiences, be it across web, apps physical products or more recently GAMES."
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Astroneer's ex-AAA devs explore a strange new world of indie life 2
by Alex Wawro [10.30.15]
Three former Halo devs share lessons they've learned from transitioning to indie life, and how those learnings have shaped the way they design and market their sandbox space game Astroneer.
Indie, Design, Production

Game Design Deep Dive: Undertale's action-based RPG battles Exclusive 3
by Toby Fox [10.30.15]
Undertale developer Toby Fox shares the thinking that went into the much-praised and highly unusual battle system in his popular indie RPG.
Console/PC, Indie, Design, Exclusive, Deep Dive

Don't Miss: The making of horror game Outlast 7
by Philippe Morin [10.29.15]
Developer Red Barrels today announced Outlast 2, the follow-up to one of the better horror games in recent memory. Check out how the studio made the original...
Design, Production

Reducing perceived attack delay 3
by Gamasutra Community [10.29.15]
"I have long been interested in the ramification of control schemes on a game design, and I hope this post helps demonstrate the importance of subtle input nuances."
Indie, Design

Blog: Level design in Super Mario Maker 1
by Gamasutra Community [10.29.15]
"We found that this kind of editor program can be a good way of getting into the process of level design and so we want to take this opportunity to share some advice on the topic."
Console/PC, Indie, Design