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February 11, 2016
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February 11, 2016
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Updates » Design
The tale of developing top-5 Ludum Dare entry Mobsferatu  
by Gamasutra Community [01.14.16]
"We spent three days working a lot of extra hours on a side project and it was really worth it: not only because we loved what we had achieved, but also because we are the 5th game in the Overall category!"
Indie, Programming, Design, Production

Blog: A video game tribute to the feminine 15
by Gamasutra Community [01.14.16]
Inspired by his daughter's birth, one dev makes a "feminine" game: "Gratifying violence sells, and a female protagonist in an action game is considered out of place; but then this is exactly what we’re trying to fix."
Indie, Design

Don't Miss: How 2 Torchlight devs learned new tricks making Rebel Galaxy 2
by Alex Wawro [01.14.16]
Last year veteran devs Erich Schaefer (Diablo) and Travis Baldree (Fate) shipped a successful old-school Elite-esque space game with the help of Twitch, the Unity Asset Store and a kickass soundtrack.
Indie, Design, Production, Business/Marketing

Road to the IGF: Hanako Games' Black Closet  
by Alex Wawro [01.14.16]
Gamasutra kicks off its 2016 Road to the IGF series of interviews with IGF award-nominated devs by chatting with Georgina Bensley about her remarkable schoolgirl noir mystery game Black Closet.
Indie, Art, Design, Production, IGF

The Game Design Challenge returns for GDC's 30th anniversary show 1
by Staff [01.14.16]
GDC 2016 organizers are pleased to confirm that the ever-popular Game Design Challenge is coming back for GDC's special 30th anniversary show.
Console/PC, Design, GDC

An assault on Clash of Clans? An analysis of Gods of Olympus 2
by Gamasutra Community [01.14.16]
The nitty-gritty: "Whilst the lack of mechanics such as timers and armies might cause a lower payer LTV compared to games like Clash of Clans, I believe it gives itself a better chance to attract and retain players."
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: How Gone Home's design limits lead to a potent story 12
by Leigh Alexander [01.13.16]
Gone Home is elegant narrative, but as a work of design, it's equally so. In this classic feature, Fullbright's Steve Gaynor explains the human story born from a history of environmental design.
Indie, Art, Design

History and games 1
by Gamasutra Community [01.13.16]
"It’s natural to want gameplay and story to flow smoothly, following a well-crafted curve of highs and lows. But, as with writing history, there’s a danger in trying to smooth out your material too much."
Console/PC, Smartphone/Tablet, Indie, Design

Lessons learned from porting indie games onto arcade cabinets 2
by Joel Couture [01.13.16]
'Players approach arcade games with different expectations. Play times are shorter, complexity is lower. But difficulty is high, and players laugh at their failures instead of getting frustrated.'
Indie, Design, Production

Don't Miss: The art of designing a great tutorial 15
by Alex Wawro [01.12.16]
Experienced devs from across the industry share their perspective on the best way to make people feel comfortable the first time they play your game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Tips for a strong game plot 3
by Gamasutra Community [01.12.16]
"Every time you answer the question with a Yes you need to make sure that you’ve got another plot thread already in place and running or else you’re lowering the amount of things that the player can do."
Indie, Design

Breaking down the design of a challenging Destiny raid  
by Gamasutra Community [01.12.16]
"With the right team, this is easily the most rewarding section of the raid. It forces every player to be at the top of their game, works as an excellent team building exercise, and also builds on previous encounters."
Console/PC, Design

3 lessons on procedural storytelling from Moon Hunters 7
by Bryant Francis [01.12.16]
'Roguelikes are about many truths, about a pluralistic view of the world,” says Short. 'There's not a single truth of what the game is, and what the intended experience is.'
Design, Video

Let's talk about Mini Metro 2
by Gamasutra Community [01.12.16]
Thoughts on the IGF nominee from editor Lena LeRay: "If you’ve heard anyone use the word 'zen' in reference to Mini Metro, I guarantee you that the audio is why."
Smartphone/Tablet, Indie, Design

Get a job: Respawn seeks a Level Designer for unannounced project  
by Staff [01.11.16]
The house responsible for Titanfall is looking to hire an experienced hand to serve as senior level designer on both Titanfall and a new unannounced game at its headquarters in Van Nuys, CA.
Console/PC, Design, Recruitment

Video: Behind the dice-based design of space cannibalism sim Tharsis  
by Alex Wawro [01.11.16]
Choice Provisions has published a new video deconstructing the design of its turn-based space survival sim Tharsis as part of a promotional campaign for the game, which launches this week.
Indie, Design, Video

5 things I've learned from working in the game industry 5
by Gamasutra Community [01.11.16]
A quick list of insights into game creation from a Liam Welton, Director of Game Development at Failbetter Games (Sunless Sea): short, practical, and helpful.
Console/PC, Indie, Design, Production

Q&A: Prominence, an indie adventure game 9 years in the making 1
by Konstantinos Dimopoulos [01.11.16]
'Prominence was developed while the studio was concurrently doing client work. Some weeks only saw 10 hours of Prominence time, while other weeks would get 40 hours or more.'
Indie, Design, Production, Video

5 criteria for a successful mobile game 5
by Gamasutra Community [01.11.16]
"I’ve decided collect and categorize such criteria based on proven best video game practices to easily compare different mobile games and make valid decisions: the mobile game audit framework."
Smartphone/Tablet, Design, Business/Marketing

Level design in VR: What worked for us  
by Gamasutra Community [01.11.16]
"Designing levels for VR was an interesting learning process and having a familiar foundation to start with helped a lot to achieve good results. It's being great to be involved in this sense of novelty around VR experimentation."
VR, Smartphone/Tablet, Indie, Design