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May 21, 2013




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Updates » Design
Making Halo 4: A story about triple-A 14
by Staff [04.26.13]
In a time that has seen the rise of small teams creating games, Halo 4 represents high-budget, high-production, proper "A-A-A" development. Here's the story of one of last year's biggest productions.
Console/PC, Design, Production, Business/Marketing

A postmortem of the early Steam Greenlight game Forge 7
by Gamasutra Community [04.26.13]
An incredibly deep look at the development and release of Forge, a Steam Greenlight selection from the art team that worked on Tales of Monkey Island.
Console/PC, Art, Design, Production, Business/Marketing

Video: Fixing toxic online behavior in League of Legends 12
by GDC Vault Staff [04.26.13]
Toxic player behavior exhibited during online gaming sessions can be improved several ways, Riot Games' Jeffery Lin reveals in this analysis of experiments conducted in League of Legends.
Console/PC, Social/Online, Programming, Design, Production, Video

The psychology of money: Why players pay (or don't) 15
by Gamasutra Community [04.26.13]
How does the human brain handle money? Understand that and you should have a better chance of understanding what players will pay for. This blog post spells it all out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: The genius of the game design in Monaco 2
by Gamasutra Community [04.26.13]
Penny Arcade Adventures 3 developer Robert Boyd explains the "five great ideas" that make Monaco: What's Yours is Mine a fantastic piece of design work.
Console/PC, Indie, Design

Why are you making games? 7
by Gamasutra Community [04.26.13]
Sometimes you hit a creative standstill. That is when it is time to do some soul searching and figure out why you're making the game you are making -- and this inspirational post suggests how.
Console/PC, Indie, Design

Rethinking difficulty levels: What does your audience want? 77
by Gamasutra Community [04.25.13]
What does Bayonetta get right and Tomb Raider get wrong? How could BioShock Infinite be improved? This blog post explores game difficulty and how it affects your audience.
Console/PC, Design

Blog: Horror games - What kind of enemy should you create? 11
by Gamasutra Community [04.25.13]
Horror games often face you off against hordes of enemies -- but there is another choice. Some games have pitted the player against a single antagonist. The two approaches are contrasted in this blog.
Console/PC, Indie, Design

The blissfully awkward controls of Surgeon Simulator 2013 Exclusive 3
by Mike Rose [04.25.13]
"We're fairly sure the real procedures are nothing like what happens in the game," Luke Williams of Bossa Studios tells Gamasutra of the company's big hit Surgeon Simulator 2013.
Console/PC, Indie, Programming, Design, Business/Marketing, Exclusive, Video

Video: Making a game while struggling with obsessive compulsiveness 3
by GDC Vault Staff [04.24.13]
At GDC, Matt Gilgenbach shared his struggles with obsessive-compulsive disorder while developing the PlayStation Network and PC rhythm shooter Retro/Grade.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video

The challenge of designing games in the next generation 58
by Gamasutra Community [04.24.13]
Adrian Chmielarz (Bulletstorm) argues that as visual fidelity goes up, the tropes designers rely on will become too awkward to use -- and games must change or suffer the consequences.
Console/PC, Art, Design

How to gather and best use player feedback 1
by Christian Nutt [04.24.13]
Getting player feedback is easy, but how do you gather useful data and then interpret it? Here's a guide to creating a player survey and interpreting the results.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

IGF China seeking pan-Pacific indie game submissions for 2013 event  
by GDC Staff [04.24.13]
The Independent Games Festival China – which will take place alongside this September's GDC China in Shanghai – is accepting indie game entries from the pan-Pacific area from now through July 19.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design

Hard work paid off in Dreamfall Chapters' $1.5 million Kickstarter 3
by Brandon Sheffield [04.24.13]
Make no mistake, running a Kickstarter is a full-time job that shouldn't be taken lightly. Designer Ragnar Tornquist explains how Dreamfall Chapters made it past $1.5 million in pledges.
Social/Online, Design

A postmortem on the indie 3DS game Mutant Mudds 2
by Gamasutra Community [04.24.13]
A look back at the development and release of the 3DS' popular indie platformer. Want to know how to settle on a gameplay hook, approach the press and other tips? Look inside.
Console/PC, Indie, Design, Production, Business/Marketing

Effectively managing player rewards  
by Gamasutra Community [04.23.13]
There's a way to reward players to make them fulfilled and keep them coming back -- and this post details what you need to keep in mind, including not rewarding them too much.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing

How one charity is using games to bring bicycles to those in need  
by Leigh Alexander [04.23.13]
After some tough lessons in being a new publisher, Global Gaming Initiative has regrouped with a unique proposition to fund games whose proceeds will tangibly benefit real-world charities.
Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Design, Production

8 tips for building your game's roleplaying community 9
by Gamasutra Community [04.23.13]
If your game has a strong community of RPers, cosplayers, or other creative players, you'll want to read this post on fostering its formation and enthusiasm.
Social/Online, Design, Business/Marketing

Blog: Can video games teach us about race? 40
by Gamasutra Community [04.23.13]
With an increased focus on diversity in games a hallmark of 2013 so far, the time is ripe to bring race into the conversation. But more skin tone options and token minority characters aren't the answer.
Console/PC, Art, Design

See this new fluid simulation algorithm in action 7
by Mike Rose [04.23.13]
A new fluid simulation algorithm that utilizes the same PhysX SDK framework that is used to simulate cloth and deformables is expected to be included in future versions of the toolset.
Console/PC, Programming, Design, Video