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November 26, 2015
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November 26, 2015
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Updates » Exclusive
Don't Miss: How Valve uses Team Fortress 2 as a game dev guinea pig Exclusive 10
by Tom Curtis [08.24.15]
The seminal Team Fortress Quake mod is twenty years old this month, and now Team Fortress 2 has become a critical part of how Valve operates. In this classic feature, Valve's Robin Walker explains how.
Console/PC, Design, Business/Marketing, Exclusive

Dont Miss: The quotable history of Nintendo's Virtual Boy Exclusive 18
by Frank Cifaldi [08.21.15]
As one of Nintendo's weirdest creations turns 20, take a trip down memory lane with our quotable history of Nintendo's evanescent Virtual Boy.
Console/PC, Business/Marketing, Exclusive

Game Design Deep Dive: Rocket jumping in Rocket League Exclusive 7
by Dave Hagewood [08.19.15]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

For Oculus, the future of VR game development lies in your hands Exclusive 9
by Alex Wawro [08.18.15]
Oculus aims to stand out from the pack by emphasizing "hand presence" -- touch and finger-tracking in VR -- as core to its game design philosophy. Gamasutra chats with CEO Brendan Iribe to learn why.
Console/PC, Indie, Design, Business/Marketing, Exclusive

How 'walking simulators' allow us to touch other worlds Exclusive 5
by Katherine Cross [08.14.15]
As the term "walking simulator" evolves, we'd do well to understand the appeal of such games. Science fiction, as it so often does, provides us with guidance.
Design, Exclusive

Don't Miss: 10 seminal postmortems every developer should read Exclusive 3
by Alex Wawro [08.13.15]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

How The Flame in the Flood builds tension through motion Exclusive 3
by Phill Cameron [08.12.15]
We talk to Forrest Dowling about how the pressure of constant movement works to elevate the survival genre in The Flame in the Flood.
Console/PC, Indie, Art, Design, Production, Exclusive

Don't Miss: How to make a Rapture Exclusive 10
by Christian Nutt [08.11.15]
Dear Esther studio The Chinese Room's new first-person experience is set in a quaint town where everyone's disappeared. Here, the developer talks about prototyping and delivering story-as-gameplay.
Console/PC, Indie, Design, Production, Exclusive

Uncovering innovation in the hidden picture genre Exclusive 2
by Bryant Francis [07.31.15]
Serbian studio Eipix proves that there's a lot of innovation happening right now in the genre known as HOPA (hidden object puzzle adventures). You just have to know where to look for it...
Console/PC, Smartphone/Tablet, Design, Exclusive

The difficulty with game difficulty: Advice from the 2015 Game Career Guide Exclusive  
by Staff [07.30.15]
Looking for advice on how to tackle game difficulty? Klei Entertainment designer and programmer James Lantz offers a slew of practical advice on the topic, in our free-to-download Game Career Guide.
Console/PC, Design, Exclusive

How a ragtag band of modders restored Star Wars KOTOR II Exclusive 8
by Bryant Francis [07.29.15]
How a ragtag band of rebel modders fleshed out crucial missing sequences in Obsidian's Knights of the Old Republic II, and how that material came to be incorporated into the official Steam version of the game.
Console/PC, Programming, Design, Exclusive

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

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

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

Could Dota 2's new mod tools spawn a Dota-killer? Exclusive 4
by Phill Cameron [07.22.15]
We talk to Greg Kasavin of Supergiant games, and Awesomenauts creators Ronimo games about the potential of Dota 2's custom games scene.
Console/PC, Programming, Design, Production, Business/Marketing, Exclusive

Don't Miss: The striking sound design of Journey Exclusive 14
by Steve Johnson [07.21.15]
Sound designer Steve Johnson breaks down his work on thatgamecompany's remarkable Journey, providing samples from the game to elucidate each of his points about what makes a game sound great.
Console/PC, Indie, Audio, Design, Exclusive

What's next for Nintendo? Industry analysts weigh in Exclusive 7
by Chris Baker [07.20.15]
How will the death of Nintendo's CEO and president change the future of the company? How can they possibly replace him? We asked several industry analysts for their take.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Don't Miss: The ups and downs of doing online multiplayer as an indie Exclusive 14
by Mike Rose [07.17.15]
Including online multiplayer is a tricky challenge, particularly for small teams. In this 2014 feature, Gamasutra speaks to indies who've been in the trenches to get their take on how to do it right.
Social/Online, Indie, Programming, Design, Production, Exclusive

'Why bet on an IP like Mirror's Edge?' Exclusive 6
by Kris Graft [07.17.15]
EA DICE general manager Patrick Bach has been thinking about the risk and opportunity that come with making a game that lands outside of the Battlefield franchise.
Console/PC, Business/Marketing, Exclusive

Start your own game company right: Advice from the 2015 Game Career Guide Exclusive  
by Staff [07.16.15]
In this edition, the founder of MK-Ultra Games offers advice for fellow indie game makers starting their own companies: take it seriously, get your paperwork straight, and don't spend your own money!
Indie, Business/Marketing, Exclusive