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October 9, 2015
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October 9, 2015
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Updates » Design
The long shadow of Super Mario Bros. 3
by Nathan Altice [09.11.15]
Nathan Altice (author of "I Am Error") considers the development of the original game, which celebrates the 30th anniversary of its original release on September 13, 2015, and today's Super Mario Maker.
Console/PC, Programming, Design, History

Miyamoto reveals some Mario secrets  
by Christian Nutt [09.10.15]
With the 30th anniversary of Super Mario Bros. right around the bend, its original creative lead sheds some light on tiny secrets of the franchise.
Console/PC, Design

Video: Valve's advice for designing great VR game interactions  
by Staff [09.10.15]
At GDC Europe 2015 Valve's Yasser Malaika shares what Valve has figured out about how to create VR experiences that are fun to interact with, noting some surprising lessons learned along the way.
Console/PC, Design, Video, Vault

Co-op communication in Lovers in a Dangerous Spacetime  
by Bryant Francis [09.10.15]
What was the secret to making the challengingly chaotic two-player couch co-op of Lovers in a Dangerous Spacetime coherent and "finishable?" Enabling better communication and letting players pick their roles.
Indie, Design, Video

Don't Miss: The secret ingredients of Pokemon game design 2
by Christian Nutt [09.10.15]
In this classic 2012 feature, Game Freak devs tell Gamasutra about what's core to good Pokémon game design, how the team develops them and why they seem to resonate with such a wide audience.
Console/PC, Design, Production

Miyamoto expounds on game design in newly-translated '98 interview  
by Alex Wawro [09.10.15]
"It really isn’t hard to stop using difficulty and content as the backbone of your game design," said Miyamoto, roughly 17 years ago, in a Japanese interview translated this week by Shmuplations.
Console/PC, Design

Data obsession and the politics of facts 6
by Gamasutra Community [09.10.15]
"The excitement about the potential of data can cause multiple issues on otherwise good teams, including the support of the bad politics environment they are supposed to prevent."
Social/Online, Smartphone/Tablet, Design, Production

Harmonix's Matt Boch takes up teaching role at NYU Game Center  
by Chris Kerr [09.10.15]
Harmonix's project director Matt Boch, who currently oversees the studio's Dance Central series, has been appointed visiting associate arts professor at the NYU Game Center.
Console/PC, Art, Design

Allusive games 7
by Gamasutra Community [09.10.15]
"I'd love to see more games reach for a mature use of allusion. Not just 'Hey that looks like Donkey Kong,' but 'The similarities between this NPC and Braid's Tim evokes themes of regret and loss.'"
Indie, Design

Trine 3 devs open up about transparency and the pitfalls of Early Access 2
by Chris Kerr [09.10.15]
As Trine 3 continues to draw criticism, and with the future of the franchise in danger, developer Frozenbyte talks about the importance of transparency and the pitfalls of Early Access.
Indie, Design, Production, Business/Marketing

Devs React: Apple's new game-ready Apple TV and click-sensitive iPhones 6
by Alex Wawro [09.09.15]
Select game developers share their thoughts on how the new game-ready Apple TV and Apple's revamped iPhones will shape the future of mobile game development.
Smartphone/Tablet, Design, Business/Marketing

Get a job: Nix Hydra seeks a Creative Director  
by Staff [09.09.15]
The team that built Egg Baby is looking to bring an experienced game designer on board to join the creative team in Nix Hydra's Los Angeles, CA studio.
Smartphone/Tablet, Design, Recruitment

Revamped iPhones offer game devs fresh input options to play with  
by Alex Wawro [09.09.15]
Apple has announced a new model of iPhone that offers mobile game developers some new features and functionality to play with, including the new "3D Touch" form of pressure-sensitive touch control.
Smartphone/Tablet, Design

Remembering the rise and fall of Sega's Dreamcast, 16 years later 40
by Douglass C. Perry [09.09.15]
To mark the 16th anniversary of Sega launching its Dreamcast in North America (9/9/99!) today we look back at our retrospective of the rise and fall of an iconic piece of video game history.
Console/PC, Programming, Design, Production, Business/Marketing

The challenge of ordering challenges by difficulty  
by Gamasutra Community [09.09.15]
"Have you ever thought about in how levels are ordered in a game? How you get (or don't) the feeling of an increasing yet 'wall-free' challenge?"
Console/PC, Smartphone/Tablet, Indie, Design

How Diablo II was made: The hard way  
by Christian Nutt [09.08.15]
"There was no definitive design document. There was a loose structure." - David Brevik, Diablo II design lead
Console/PC, Design, Production

Video: A view from the White House on games as more than entertainment  
by Staff [09.08.15]
Game industry veteran and former White House advisor Mark DeLoura speaks at GDC 2015 about how games can and are being used to improve the state of education, healthcare and scientific research.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video

Don't Miss: 20 essential 'open world' games every designer should play 6
by John Harris [09.08.15]
In this classic 2007 feature, Gamasutra looks at the evolution of 'open world games' from Adventure through Metroid to Grand Theft Auto and extracts some key lessons for game designers.
Console/PC, Design

Submit talks now for VRDC, Summits at GDC 2016!  
by Staff [09.08.15]
The GDC 2016 call for lectures and panels for topic-specific Summits and the all-new Virtual Reality Developers Conference is open now through Friday, October 2nd.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How Miyamoto built Super Mario Bros.' legendary World 1-1 3
by Chris Kerr [09.08.15]
In a recent interview with Eurogamer, Nintendo's Shigeru Miyamoto spoke at length about the creation of Super Mario Bros.' iconic World 1-1.
Console/PC, Design, Production, Video