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August 29, 2015
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Updates » Design
Street Fighter for Designers: Top 8 Lessons from Evo 2015 Exclusive 4
by Patrick Miller [07.27.15]
The Evo Championship Series gives game designers a chance to see how fighting games try to create a rich, rewarding and diverse competitive play space. (And how players try to break it)
Console/PC, Design, Exclusive

Don't Miss: The visual guide to multiplayer level design 16
by Staff [07.27.15]
This highly visual 2014 guide to multiplayer level design, adapted from Ben Bauer's work at Crytek by Firefall designer Bobby Ross, gives you a timeless grounding in how team-based shooters work.
Indie, Design

Elegant balance changes: Keeping players from binging  
by Gamasutra Community [07.27.15]
"If you can keep players from feeling obliged to check a game every few minutes, or from feeling forced into huge daily binge visits, in certain reward contexts this is going to help players to have a much improved experience."
Console/PC, Social/Online, Design

This Week in Video Game Criticism: Why is Gotham so empty? 3
by Kris Ligman [07.27.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a Kill Screen review of Adam Sandler's Pixels to the strange emptiness of Arkham Knight's city streets.
Console/PC, Indie, Design

Are all players musicians? 8
by Gamasutra Community [07.27.15]
"The idea of the improvising 'gamer' as the chance element in a game music composition may not hold up in all games. But does it hold up in some?" Winifred Phillips provides examples, from Rez to Flower.
Console/PC, Audio, Design

Speeding along: Velocibox and the Malaysian indie scene 1
by Gamasutra Community [07.27.15]
"I'd say take pride in the game you are creating. Craft an experience with values and goals that matter to you, and you'll find your niche and an audience who share and appreciate your vision."
Console/PC, Indie, Design, Production, Business/Marketing

Free money, grocery bags, and Smarter Than You 3
by Gamasutra Community [07.27.15]
Jamie Madigan discusses the psychology of a game where "it cost YOU real money to give THEM bonus experience points and YOU got nothing out of it but warm fuzzies."
Smartphone/Tablet, Design

Chris Crawford advises devs: 'Don't settle for the same old crap' Exclusive 10
by Alex Wawro [07.27.15]
23 years after he charged out of the game industry with sword held high, Chris Crawford is still trying to revolutionize game development. Now, if he has his way, the revolution will be patronized.
Console/PC, Social/Online, Design, Exclusive

Telltale may not make games, but they do make magic 28
by Gamasutra Community [07.24.15]
Warren Spector on what defines a game, with The Walking Dead dev as example: "I think of them as some sort of interactive experience (obviously), but does that mean 'game?' I don’t think so."
Console/PC, Design

Video: Your indie dev job can let you travel the world, so go do it 1
by Staff [07.24.15]
At GDC 2013 indie dev Colin Northway (Incredipede, Deep Under The Sky) shows you how to make and release games from anywhere and reminds fellow indies to get out and see the world.
Indie, Design, Production, Video, Vault

More dirty coding tricks from game developers GDMag Exclusive 4
by Brandon Sheffield [07.24.15]
In this timeless feature from the March 2010 issue of Game Developer Magazine, we revisit the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Console/PC, Indie, Programming, Design, Production, GD Mag Exclusive

Don't Miss: The neuroscience that makes survival horror games work 14
by Maral Tajerian [07.24.15]
How do survival horror games like The Evil Within work on our brains? Neuroscientist M. Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space and Silent Hill in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design

12 more PC RPGs that brought something new to the table 7
by Gamasutra Community [07.24.15]
"A random sampling of cool/weird computer RPGs I wanted to talk about, in no way intended to be a comprehensive listing... obscure and amusing games, mechanics, or even curiosities."
Console/PC, Design

Designing a procedural murder mystery 2
by Gamasutra Community [07.24.15]
"Have you played one of those detective games and ended up longing for more cases to solve? I think this genre could benefit A LOT from having a 'quest' generator."
Console/PC, Smartphone/Tablet, Indie, Design

Google Analytics-driven game development: An experiment in mobile design 6
by Gamasutra Community [07.24.15]
"I performed something like a gamedev experiment: It was 'just create a trashy game, update it as frequently as possible and make it better based on users’ and Google Analytics’ feedback.'"
Smartphone/Tablet, Design

Here comes a new challenge: Making Street Fighter V 17
by Christian Nutt [07.24.15]
How can Street Fighter evolve from a core console game into a thriving service-based eSport? Gamasutra speaks to Capcom's Matt Dahlgren about the company's next big play.
Console/PC, Programming, Design, Production, Business/Marketing

Get a job: Respawn Entertainment seeks a Senior Systems Designer  
by Staff [07.23.15]
The Titanfall studio seeks a designer "specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters."
Console/PC, Design, Recruitment

What Yoko Ono's art teaches us about video games Exclusive  
by Katherine Cross [07.23.15]
Yoko Ono's brilliant performance art pieces were designed to be interactive and impermanent, ensuring that each audience member had their own unique experience of them.
Indie, Serious, Art, Design, Exclusive

The paradox of indie game devs: No time to play 5
by Gamasutra Community [07.23.15]
"I wouldn't have had these intense realizations about what I was doing with my life, and how I wanted to design the games and flesh out the ideas bouncing around in my head, if I didn't make time to play a bit."
Indie, Design

Come to GDC Europe for VR game design advice from Valve and Sony  
by Staff [07.23.15]
VR experts from Valve and Sony London will be speaking at GDC Europe in Germany next month about what they've learned in developing some of the leading Morpheus and SteamVR games and experiences.
Console/PC, Smartphone/Tablet, Indie, Design