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April 25, 2015
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April 25, 2015
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Updates » Design
What a game demands for a win: Skill, luck, yomi 25
by Gamasutra Community [03.13.15]
"Today I want to classify games on another scale, this time with three axes: Skill, Luck, and Yomi. The scale describes what component is needed to consistently win the game."
Console/PC, Indie, Design

10 seminal game postmortems every developer should read Exclusive 3
by Alex Wawro [03.13.15]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

Don't Miss: Valve's design process for creating Half-Life 12
by Ken Birdwell [03.13.15]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

Video: Building the touchy-feely world of Tearaway  
by Staff [03.13.15]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault

150 books for game devs 11
by Gamasutra Community [03.13.15]
"We have been building a big list of books about video games. It features more than 150 books dealing with the history of videogames, biographies, Game Design, Serious Games, videogames studies & analysis..."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Business/Marketing

Murder school: Crafting Danganronpa to surprise players 1
by Christian Nutt [03.13.15]
The series' writer/director Kazutaka Kodaka dives into his approach to game writing and development in this extensive new interview on the award-winning, cult-hit franchise.
Console/PC, Design

Don't Miss: Why Hotline Miami is an important game 29
by Gamasutra Community [03.12.15]
In this classic blog post, Vlambeer's Rami Ismail investigates "how Hotline Miami is many things in many ways, but how it executes all of them through methods only videogames can employ."
Indie, Design

@Play: Welcome back to the Dungeons of Doom 10
by Gamasutra Community [03.12.15]
Our roguelike column, @Play, has returned -- and this post serves as a brand new introduction to the genre, and explains why it's worth studying and writing about.
Console/PC, Smartphone/Tablet, Indie, Design

Castlevania's Koji Igarashi offers advice to today's Metroidvania devs 8
by Christian Nutt [03.12.15]
Koji "IGA" Igarashi, whose Castlevania: Symphony of the Night is a touchstone game for the Metroidvania genre, discusses what it takes to make a good one in this new interview.
Console/PC, Indie, Design

One Life Left vs. Gamasutra GDC Podcast #2: Pork platters and 80 Days  
by Staff [03.12.15]
Guests from Inkle, Unity, Failbetter, and Other Ocean joined Gamasutra and UK radio pros One Life Left for the official GDC 2015 podcast. Topics include: Pork, golf, text game renaissances, and more.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Business/Marketing, Podcast, GDC

Blog: How grief made a game 3
by Gamasutra Community [03.12.15]
"The goal became to capture a lifetime of experiences each and every time you played. Each game can bring frustration, excitement, relief, confusion, helplessness, and joy."
Smartphone/Tablet, Indie, Design

Learning about playfulness from Toca Boca... and my kids 4
by Gamasutra Community [03.12.15]
The power of play: "When I tried it, I just didnít see the point. I had no goals or rules to follow. You see, I was looking for a game and this isnít a game. It is frame for play."
Smartphone/Tablet, Design

Video: On SimCity and designing art in service of simulation  
by Staff [03.11.15]
Ocean Quigley speaks in detail about the motivations that drove SimCity's aesthetics and the methods that were developed to achieve them in this hour-long talk recorded at GDC 2013.
Console/PC, Art, Design, Video, Vault

Drawing from your mythology: I do it, the Japanese do it, maybe you should too 9
by Gamasutra Community [03.11.15]
From playing Persona 4 to embracing Brazilian mythology: "Youíll be amazed at the stuff youíll find when researching the mythos of your country. Most of mythosí origin Iíve found is some very dark stuff."
Console/PC, Indie, Art, Design

Don't Miss: The seminal design secrets of Chrono Trigger 25
by Victoria Earl [03.11.15]
A classic analysis piece that explores exactly how this seminal RPG's structure and gameplay design weave together to offer unprecedented freedom for the genre and exceptional player satisfaction.
Console/PC, Design

How to protect your mobile game idea 6
by Gamasutra Community [03.11.15]
"You have a great mobile game idea. ... and you know that once itís developed and on the market, millions of people will play it every day. Here are four ways to protect your mobile game idea."
Smartphone/Tablet, Design, Business/Marketing

Postmortem: DoubleBear's Dead State - Controlling scope in an RPG 1
by Brian Mitsoda [03.11.15]
A look back at Dead State, from Kickstarter success through Early Access before final release, with Brian Mitsoda, Creative Director of Doublebear.
Console/PC, Indie, Design, Business/Marketing

Telling a story through play: how Counter-Strike gives you an audience 5
by Gamasutra Community [03.10.15]
"One of my favorite things about multiplayer games is that each match is its own little story that you write with all the other players. Counter-Strike has always stood out to me as the most theatrical of the bunch."
Console/PC, Design

This Week in Video Game Criticism: From This War of Mine to highlights from GDC  
by Cameron Kunzelman [03.10.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics ranging from This War of Mine to highlights from this year's Game Developers Conference.
Console/PC, Social/Online, Indie, Design

Sticking with a vision, for better or worse 9
by Gamasutra Community [03.10.15]
I don't know about you, but I admit I have an issue sometimes when executing an idea and finding that it's veering off course, even though sometimes it's for the better.
Indie, Design