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November 30, 2015
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November 30, 2015
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Updates » Design
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

The conception of Gabriel Knight  
by Gamasutra Community [10.29.15]
"The story came first. Then I had to figure out how to make it work as a game designer." - Gabriel Knight creator Jane Jensen.
Console/PC, Design, History

The chilling tale of the development of Costume Quest 2 2
by Gabe Cinquepalmi [10.29.15]
"I still can't believe what we were able to do in the short amount of time we had. Despite our limitations, we were able to fill this game with oodles of incredible art, animation, music, ideas, and personality."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Designing Cryptark to let players dig their own grave 1
by Phill Cameron [10.28.15]
Alien Trap art director Jesse McGibney explains how their roguelike Cryptark lets players choose greater risks for greater rewards, making them feel more complicit in their frequent failures.
Console/PC, Indie, Design

Get a job: Loot Crate is looking to hire a Game Designer  
by Staff [10.28.15]
Loot Crate, the Los Angeles-based company that ships monthly boxes of tchotchkes to subscribers, is now looking to hire a game designer to lead its newly-established game development efforts.
Smartphone/Tablet, Design, Recruitment

Don't Miss: Chaos Reborn creator argues for 'luck' in strategy game design 41
by Phill Cameron [10.28.15]
X-COM creator Julian Gollop explains the advantages of random number generation in his latest outing, Chaos Reborn, which was Kickstarted and released out of Early Access this week.
Console/PC, Design

Classic Postmortem: Trespasser: Jurassic Park 4
by Richard Wyckoff [10.28.15]
An in-depth postmortem of this ahead-of-its-time FPS, released 17 years ago today. The ambitious action-adventure game has been cited as a source of inspiration by many indie game developers.
Console/PC, Programming, Art, Design, Production, History

The city and the RPG that never were 25
by Gamasutra Community [10.28.15]
Diary of a game that won't happen: "I have been mentioning a certain RPG on and off for the past 15 or so months and have been working on it for longer than that, but it apparently just wasn't meant to be."
Indie, Design, Production

Improbable: How a team of 15 builds a physics-based MMO 3
by Alex Wawro [10.28.15]
Why a small team at Surgeon Simulator dev Bossa Studios is using Unity to build a persistent, physics-based, high-flying online world -- with the help of a mysterious tech startup.
Social/Online, Design, Production

Which game criticism is good -- and for developers, what's it good for? 5
by Gamasutra Community [10.27.15]
Paul Kilduff-Taylor: "It didn’t seem to me that, in codifying and extolling a form of criticism which was already taking place, I would be doing anything controversial."
Console/PC, Indie, Design

How Undertale makes you think hard before killing monsters 1
by Joel Couture [10.27.15]
'You kill lots of random monsters in every RPG and the consequences for this are never addressed. What if they were? I made a battle system where you could talk to foes and convince them not to fight'
Indie, Design, Production, Video

Don't Miss: How Super Mario Maker puts Nintendo's essence in your hands 17
by Christian Nutt [10.27.15]
As Nintendo updates Super Mario Maker with checkpoints and curated levels, consider this analysis of how the game manages to work as both a piece of creative software as a vehicle for game design.
Console/PC, Design

Elegance, not simplicity: Devs weigh in on Downwell's irresistible charm 1
by Chris Kerr [10.27.15]
'For me, it's the thoughtful design that makes Downwell stand out,' says Santana Mishra. 'On the surface it might appear quite simple, but you quickly realize it's a case of elegance rather than simplicity.'
Indie, Design, Video

How NES creator Masayuki Uemura brought Nintendo's first home console to life  
by Chris Kerr [10.27.15]
"I was kind of at my wits’ end and people were leaving my team to go to Mr. Yokoi’s team because there was such popularity around the Game & Watch. I was left with just three people on my team."
Console/PC, Design, Production

This Week in Video Game Blogging: Nostalgic narratives  
by Critical Distance [10.27.15]
"This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from rousing defenses of nostalgia to different forms of game narratives."
Console/PC, Indie, Design