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November 24, 2015
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November 24, 2015
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Updates » Design
The timely retrofuturism of point-and-click adventure Read Only Memories  
by Konstantinos Dimopoulos [10.21.15]
Developer Matt Conn discusses how Read Only Memories makes a classic game genre feel thoroughly up-to-date.
Indie, Design, Video

The lessons we learned from our IndieCade judge feedback 2
by Gamasutra Community [10.21.15]
"We want to share the general critiques and feedback we received for our first game in the hopes that other game devs could benefit from the advice and knowledge of our lovely jurors."
Indie, Design

A Super Smash Bros.-inspired design, designed backwards 3
by Bryant Francis [10.21.15]
How did Dan Fornace create a Smash Bros.-style fighter without Nintendo's deep roster of pre-existing mascots? By designing characters around movesets, rather than movesets around characters.
Console/PC, Indie, Design, Video

What game devs inspire you? 8
by Christian Nutt [10.20.15]
An informal Twitter survey by Adam Saltsman shows a variety of developers getting love -- and shows the scope of the indie movement, too.
Indie, Design

Report: Destiny's plot is the product of a last-minute redesign 9
by Alex Wawro [10.20.15]
A new Kotaku report citing anonymous sources claims that Destiny's original, relatively straightforward plot was completely redesigned by Bungie less than a year before it was scheduled to ship.
Console/PC, Design, Production

Q&A: How Dropsy fights cynicism (and clown stereotypes) 1
by Konstantinos Dimopoulos [10.20.15]
'I can't blame anyone for assuming that Dropsy is a stoner horror-comedy thing,' says Jay Tholen. But his sweet-natured take on point-and-click adventures demolishes insane clown cliches.
Console/PC, Indie, Art, Design, Production, Video

Influencing player behavior through game design 7
by Gamasutra Community [10.20.15]
"If I design a game and I want it to about exploration and find that players are not focusing on that -- I need to find a way to alter the game to give them a reason to change their behavior."
Console/PC, Design

Spectators and players need the same thing from your game design 4
by Phill Cameron [10.20.15]
Adam Saltsman and Rami Ismail take a break from their latest games to ruminate on the surprising and positive similarities of developing a game that streams well and a game that plays well.
Console/PC, Indie, Art, Design, Production, Business/Marketing

How SOMA creates existential dread 5
by Joel Couture [10.19.15]
'SOMA wasn't initially meant to be a horror game. It simply came to be horrifying due to the subject matter it was exploring.'
Console/PC, Indie, Design, Video

Don't Miss: How 343 found its footing while developing Halo 13
by Kris Graft [10.19.15]
This classic feature digs into the design philosophy and production methods of 343 Industries: a group of true believers who didn't even really have a studio when they began working on Halo.
Console/PC, Design, Production

Unbound: An Ode to Wired Women 2
by Katherine Cross [10.19.15]
What do the classic RTS Homeworld and the modern mobile game 80 Days have in common? Fascinating female characters who develop a unique relationship with their means of transportation.
Console/PC, Indie, Art, Design

Renowned Explorers and the price of innovation 8
by Gamasutra Community [10.19.15]
"One good and well-marketed innovation can be a very worthwhile investment. But ignoring the costs would be foolish. We tried to do more innovation than we could pay for."
Console/PC, Indie, Design, Production, Business/Marketing

Mario Maker vs. game developers Exclusive 3
by Christian Nutt [10.19.15]
Super Mario Maker was predictably enticing to the game development community. And since this site is developer-oriented, I thought I'd showcase some of my favorite Mario Maker levels created by devs.
Console/PC, Indie, Design, Exclusive

Finding a narrative voice 6
by Gamasutra Community [10.19.15]
"Because there is only one narrative voice, the player can trust that it represents the words of a story being written around their actions. We build on this start by adding more interactions."
Console/PC, Indie, Design

Don't Miss: Cheating vs. exploiting in game design 16
by Gamasutra Community [10.16.15]
"Cheating vs. exploits can be confusing," opens this classic design blog post. "The cheating that happened in Destiny raised a debate about whether or not the player base should be punished."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: Pain, fatherhood, and game design 9
by Gamasutra Community [10.16.15]
"A quest to save your childís life is a quest motivation I find deeply compelling. It is the desire of every parent I see in neonatal. Art is a portal to experiences we may not have in real life."
Indie, Design

How Manifold Garden makes reality fold back on itself  
by Phill Cameron [10.16.15]
William Chyr explains why he went from creating massive balloon sculptures in art galleries to designing infinite virtual structures in his game Manifold Garden.
Console/PC, Indie, Art, Design, Production

Is your game able to withstand a tabletop gamer? 6
by Gamasutra Community [10.16.15]
"With everything known and every rule adapted to be human-grokkable, board games are perfect at teaching a key lesson: how to analyze and pervert complex systems."
Console/PC, Design

The intellectual value of design 10
by Gamasutra Community [10.16.15]
"The notion that design is intellectually relevant is uncontroversial. ... But outside the industry, I donít think that games are really understood as designed objects."
Indie, Design

Game Design Deep Dive: Controlling space and sound in Panoramical 1
by Fernando Ramallo, David Kanaga [10.16.15]
Panoramical developers Fernando Ramallo and David Kanaga take a deep dive into a simple question: How do you design and tune player input for a game that's also a music visualizer?
Console/PC, Indie, Programming, Audio, Design, Video, Deep Dive