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Updates » Design
Blog: Why I'll never work on first person shooters again 114
by Gamasutra Community [04.19.13]
A developer vows never to make another shooter, writing that he has the chance "to pick and choose the games I build, and the ethical stances those games exhibit."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Reviving your game with 'CPR design' 3
by Gamasutra Community [04.19.13]
A simple way to resuscitate your game design when it goes off track -- by evaluating the challenge it poses, the enjoyment engaging with it, and the value of the results that come from it.
Console/PC, Smartphone/Tablet, Indie, Design

Send your dirty dev tricks for the final issue of GD Mag!  
by Staff [04.19.13]
Game Developer is bringing back one of one of its most popular features: Dirty Coding Tricks! It's not just for coders, though; send us stories of your dirtiest workarounds for other dev discipline.
GD Mag, Programming, Art, Audio, Design, Production

Blog: Why online games are tanking 26
by Gamasutra Community [04.19.13]
Monetization consultant Ramin Shokrizade addresses the "common myth that free-to-play games have rapidly degrading user engagement" because of their game design, instead pinning it on bad monetization.
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Call for GDC Europe 2013 talks closes on Monday - submit now!  
by GDC Staff [04.19.13]
Game Developers Conference Europe 2013 organizers are reminding that the show's call for lectures will close on Monday April 22nd - submit your talks for the August show in Cologne today!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Peter Molyneux may have just monetized trolling 28
by Mike Rose [04.19.13]
"Maybe the effects of automatically removing cubelets will be neutralized by players keen to keep Curiosity going." - A note from Peter Molyneux's 22cans tells users they can pay to reverse the progress made by others.
Smartphone/Tablet, Design, Business/Marketing

The four-year saga of IGF winner Monaco's development 8
by Mike Rose [04.19.13]
After winning the IGF's Grand Prize in 2010, Andy Schatz still had a very long way to go before getting Monaco completed. He takes us back to the beginning and through to the end.
Console/PC, Indie, Design

Is this AI tool right for you? A RAIN{indie} review GDMag Exclusive 9
by Dave Mark [04.18.13]
How does Rival Theory's free development tool RAIN{indie} stack up? Dave Mark, president and lead designer at AI consultancy Intrinsic Algorithm gives you the rundown.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GD Mag, Programming, Design, Production, GD Mag Exclusive

A method for refining your ideas until you have a hit 8
by Gamasutra Community [04.18.13]
Coming up with a hit game is far from easy, but this straightforward method is designed to help you quickly identify the right idea, refine it, and get results.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

Mobile player behavior: How often and where they play 4
by Gamasutra Community [04.18.13]
If you want to know how much people play in the bathroom, this is the story for you -- as it pulls together stats from multiple sources to find out how frequently and where mobile players play.
Smartphone/Tablet, Design, Business/Marketing

The four-year saga of IGF winner Monaco's development 8
by Staff [04.18.13]
After winning the IGF's Grand Prize in 2010, Andy Schatz still had a very long way to go before getting Monaco completed. He takes us back to the beginning and through to the end.
Console/PC, Indie, Design, Production, Business/Marketing

Unity's co-founder has a brand new studio Exclusive 3
by Christian Nutt [04.18.13]
Nicholas Francis, co-founder of Unity, left the company after a decade to form a studio and create a game he's been dreaming of for years.
Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Designing the infinitely replayable game 17
by Gamasutra Community [04.18.13]
So you want to make a game that could last forever. What elements of the design space are most relevant to your goal? This blog post is an ambitious attempt to figure that out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Building an indie studio from scratch 9
by Gamasutra Community [04.17.13]
The founder of brand new studio Absurd Interactive walks through the process of bootstrapping the developer -- from choosing a name to creating its very first game.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Mayhem Triple: An indie's own personal Duke Nukem Forever 1
by Mike Rose [04.16.13]
Indie developer Dustin Gunn has released his new game Mayhem Triple, and it's a bit of a special one for the dev -- it's his own Duke Nukem Forever, 10 years in the making.
Indie, Art, Design, Business/Marketing, Video

NYU and EVO team up for competitive game design scholarship  
by Kris Ligman [04.16.13]
A new scholarship for NYU Game Center seeks to support game design students active in the fighting game community.
Console/PC, Indie, Design, Student/Education

How one developer evolved better RPG mechanics 10
by Gamasutra Community [04.16.13]
By using computational evolution, one designer created a game where spells and abilities evolved based on how players used them -- potentially opening up a new world of RPG mechanics.
Indie, Programming, Design

'If you respect your public, eventually it pays back' 3
by Kris Ligman [04.16.13]
Dontnod creative director Jean-Maxime Moris comments on gender equality as a theme in the upcoming Capcom-published action-adventure game Remember Me.
Console/PC, Design, Production

Dissecting BioShock Infinite's combat 57
by Gamasutra Community [04.16.13]
Does the shooter stand up to its predecessors? What about System Shock 2? Designer Eric Schwarz offers a detailed breakdown of the title's play mechanics.
Console/PC, Design

Blog: The 'indie' vs. 'professional' argument flares up again 24
by Gamasutra Community [04.16.13]
Last week, Thomas Steinke posted his thoughts on what it means to be a professional indie developer. Now, he defends himself against his critics and explores the topic more thoroughly.
Console/PC, Indie, Design, Business/Marketing