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October 9, 2015
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October 9, 2015
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Updates » Design
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

Dragon Quest III's fake ending is something all writers could learn from 5
by Gamasutra Community [09.08.15]
"It's the way it all comes together that just makes it work so well - the mirroring of earlier games in the fake ending, and the complete lack of connection to those games until the real end sell it so well."
Console/PC, Design

How to train players right, so they don't hate learning to play 12
by Mike Stout [09.08.15]
Designer Mike Stout takes a look at examples of in-game training that skip the boring tutorials and teach players the rules of the game by letting them play the game.
Console/PC, Design

Tools of destruction: Creating the perfect shooter firearm 4
by Gamasutra Community [09.07.15]
"In the case of shooters, satisfaction mostly comes from wielding firearms that can make short work of your foes. But if those weapons look frail, youre going to have a pretty mundane and unexciting time."
Console/PC, Design

Designing mobility tricks in Shovel Knight's new expansion  
by Gamasutra Community [09.07.15]
"Even while iterating based on what 'feels right,' it can also be helpful to take the time out to put the end result into words, especially when discussing it with other members on your team!"
Console/PC, Design

This Week in Video Game Criticism: From 'Slave Tetris' to Street Fighter's 'Hot Ryu'  
by Kris Ligman [09.07.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the critical backlash to Playing History 2's 'Slave Tetris' to an unexpected Street Fighter 5 meme.
Console/PC, Indie, Art, Design

Video: Postmortem reflections on the success of Cities: Skylines 4
by Staff [09.04.15]
At GDC Europe 2015, Colossal Order's Karoliina Korppoo ran down how the studio designed the game to be a latter-day SimCity, explaining how it was possible with a small team and limited resources.
Console/PC, Indie, Design, Video, Vault

Fran Bow and the appeal of the ambiguous ending  
by Joel Couture [09.04.15]
Having an ambiguous or metaphorical ending can be risky business. But if it's done just right, players will be talking about your game for decades.
Console/PC, Indie, Design, Video

Don't Miss: The Gamasutra community's game developer flashcards 8
by Gamasutra Community [09.04.15]
Developers like you from across Gamasutra's community contributed to this quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Why some games feel like a waste of time, and some don't 8
by Gamasutra Community [09.04.15]
"Why playing some video games leaves you with a sour taste, with the feeling of having wasted time and even that you have somehow debased yourself."
Console/PC, Design

5 years to create a mobile adventure: A postmortem of Heroki 4
by Gamasutra Community [09.04.15]
"Developing Heroki was an incredible journey that was rewarding on several levels. Weve learned so much about game development and working with a big publisher in the last 5 years."
Smartphone/Tablet, Programming, Art, Design, Production, Business/Marketing

We should patch our games 12
by Gamasutra Community [09.04.15]
"Let's drop the 'don't patch your game'-style complaints, and instead figure out, together, how we can better patch our games."
Console/PC, Indie, Design

Opinion: What can we learn from that tone-deaf 'Slave Tetris' minigame? 32
by Katherine Cross [09.04.15]
Video games can either deepen our understanding of difficult subjects or trivialize them. Columnist Katherine Cross examines thematic incoherence in one recent example.

4 lessons that 30+ years of software dev has taught me about building games 10
by Gamasutra Community [09.04.15]
"Ive learned some valuable lessons, many of which are surprisingly relevant to game development, as different as that is from the 'serious' side of software. Id like to share a few relevant lessons."
Console/PC, Programming, Design, Production

How video game developers score art grants 3
by Bryant Francis [09.04.15]
More and more games are being partially or fully funded by grants from the NEA, the NEH, and state arts councils. WE share tips on how funding is secured, and what projects seem to find favor.
Indie, Serious, Design, Production, Business/Marketing