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October 13, 2015
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October 13, 2015
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Updates » 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

How a simple Madden-like name change overcame Marvel Heroes' Metacritic woes 2
by Phill Cameron [09.03.15]
We talk to Gazillion CEO David Brevik about how Marvel Heroes was successfully reborn after a lackluster launch. The secret: an annualized model akin to Microsoft software and EA sports games.
Console/PC, Design, Business/Marketing

Don't Miss: Building the AI for Hearthstone 6
by Staff [09.03.15]
In one of the more popular GDC Vault videos of 2014, former Blizzard engineer Brian Schwab took the stage at GDC 2014's AI Summit to deliver a frank talk on the AI design of Hearthstone.
Console/PC, Social/Online, Programming, Design

Video: Roadtripping across Europe to make games with 11 other developers  
by Staff [09.03.15]
At GDC Europe 2015, German dev Marius Winter shared what he and Benedikt Hummel learned from the experience of roadtripping across Europe to meet 11 other developers and make 11 games with them.
Indie, Design, Video, Vault

Enemy attacks and telegraphing 2
by Gamasutra Community [09.03.15]
"In general, the specific questions an enemy can ask are based heavily (though not exclusively) on how the player is supposed to deal with incoming damage from the enemy itself."
Console/PC, Design

'This We Believe' - A design tool for creating different games  
by Gamasutra Community [09.02.15]
"Each of these statements is meant to be an aspiration -- a goal that feels a bit out of reach to the design team. They tend to emerge from a set of playtests and discussions of existing games."
Indie, Design

Now you can take apart Epic's UE4 VR tech demo to see how it works  
by Alex Wawro [09.02.15]
Heads up, UE4 devs: Epic has made the "Showdown" UE4 tech demo it brought to Oculus Connect last year freely available to download and deconstruct.
Console/PC, Design, Video

Don't Miss: Secrets of Mario level design from Nintendo's Hayashida Exclusive 9
by Christian Nutt [09.02.15]
In this classic interview, Koichi Hayashida, director of Super Mario 3D Land for the 3DS and Super Mario Galaxy 2 for the Wii, shares some of Shigeru Miyamoto's secrets for engaging level design.
Console/PC, Design, Exclusive

Platforming with paint: Making a splash with INK 2
by Gamasutra Community [09.02.15]
"We have been overwhelmed by the response INK has had. This only motivates us to keep supporting the game a little bit longer, and adding features we had to cut during development."
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Super Mario Maker: Nintendo's essence, in your hands 17
by Christian Nutt [09.02.15]
An in-depth analysis of Super Mario Maker as a piece of creative software, as a vehicle for game design, and as the culmination of Nintendo's star franchise.
Console/PC, Design

The game design scrapheap 4
by Gamasutra Community [09.02.15]
"So Ive stopped working on my previous game and added it to the game design scrapheap which grows bigger by the year."
Indie, Design, Production

Get a job: Red 5 Studios is hiring a Lead UI Programmer  
by Staff [09.01.15]
Firefall developer Red 5 Studios is looking for an experienced UI coder to join the team at the studios' Irvine, CA offices and work with the programming team to improve the game's front-end.
Console/PC, Design, Recruitment

Bringing a 2D puzzler to VR in Fantastic Contraption for Vive  
by Bryant Francis [09.01.15]
The developers of Fantastic Contraption explain what they learned about best practices for VR development when they ported their simple 2D puzzle game into a 3D experience for Vive.
Indie, Programming, Design, Production, Business/Marketing, Video

Don't Miss: What Metal Gear Solid 4 taught us about war economies Exclusive 5
by Zoran Iovanovici [09.01.15]
Writer Zoran Iovanovici examines Metal Gear Solid 4's polarizing relationship with the military-industrial complex and the war economy in this classic 2010 feature.
Console/PC, Design, Business/Marketing, Exclusive

Making VR games reminds Infinity Ward expats of PS1 game dev glory days Exclusive 1
by Alex Wawro [09.01.15]
Reload Studios CEO James Chung chats with Gamasutra about what the L.A.-based studio staffed by former Call of Duty devs has learned about making virtual reality FPS games that don't make people sick.
Console/PC, Smartphone/Tablet, Design, Exclusive

Walking in someone else's shoes 5
by Gamasutra Community [09.01.15]
Warren Spector: "Games can let you walk in someone else's shoes. Not watch someone else unlike you, or read about someone not like you, but to become someone not like you, at least for a little while."
Console/PC, Design