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November 25, 2015
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Updates » Exclusive
Ubisoft's new swordfighting game is a lesson in persistent pitching Exclusive 3
by Kris Graft [06.15.15]
For Ubisoft Montreal creative director Jason VandenBerghe, getting For Honor greenlit wasn’t a forgone conclusion. In fact, it was a concept more than 10 years (and multiple rejections) in the making.
Console/PC, Design, Production, Business/Marketing, Exclusive, Video, E3

Microsoft leans on 'core' games and the promise of HoloLens at E3 Exclusive  
by Christian Nutt [06.15.15]
Microsoft came out swinging today at its annual E3 press conference with a core gamer-focused slate of newly announced and already known games.
Console/PC, Business/Marketing, Exclusive, E3

Why a World of Goo dev made a puzzle game about programming humans Exclusive 1
by Alex Wawro [06.12.15]
Why is assembly language so appealing to puzzle game makers? Gamasutra speaks to World Of Goo dev Kyle Gabler about designing Tomorrow Corp.'s thinly-veiled programming puzzler Human Resource Machine.
Console/PC, Design, Exclusive

The essence of Splatoon, and what it gets right Exclusive 11
by Christian Nutt [06.12.15]
Gamasutra's Christian Nutt explains what makes Splatoon work -- a peek into the design of a shooter that confounds expectations by breaking genre norms and working all the better for it.
Console/PC, Design, Exclusive

Don't Miss: How Insomniac made the very first Ratchet & Clank Exclusive  
by Ted Price [06.10.15]
In this classic 2003 postmortem, Insomniac's Ted Price reveals how the very first Ratchet & Clank came together and spawned a multi-platform franchise.
Console/PC, Programming, Design, Production, Exclusive

'Things we create tell people who we are': Designing Zachtronics' TIS-100 Exclusive 10
by Alex Wawro [06.09.15]
Gamasutra speaks to Zachtronics founder Zach Barth and compatriot Matthew Burns about why they've launched the arcane assembly language puzzle game TIS-100, and what value they found in telling its story.
Console/PC, Indie, Programming, Design, Exclusive

Don't Miss: The pro who fan-translated Nintendo's Mother 3 Exclusive 5
by Simon Parkin [06.05.15]
20 years ago today, Earthbound saw U.S. release. The sequel never came over, so pro translator Clyde 'Tomato' Mandelin took it upon himself to create a fan translation. This is his story.
Console/PC, Production, Exclusive

Don't Miss: Composing the music of Fallout's Mojave wasteland Exclusive 5
by Scott Lawlor [06.03.15]
In this 2010 feature Obsidian's Scott Lawlor talks composing the music of Fallout: New Vegas, and how elements of the previous games informed the series' new aesthetic and technical capabilities.
Console/PC, Audio, Exclusive

Don't Miss: How XCOM enables players to tell their own stories Exclusive 25
by Leigh Alexander [06.01.15]
In this classic 2012 feature, Firaxis' Garth DeAngelis talks about building opportunities for emergent storytelling into XCOM: Enemy Unknown, and the power the player's internal narrative can hold.
Console/PC, Design, Exclusive

Game Design Deep Dive: Alarm systems in Klei's Invisible, Inc. Exclusive 4
by James Lantz [06.01.15]
Technical designer James Lantz breaks down Klei's iterative approach to designing the alarm systems in Invisible, Inc. so they consistently create a tense, high-pressure environment.
Console/PC, Indie, Design, Exclusive, Deep Dive

Don't Miss: A behind-the-scenes look at sound design for Journey Exclusive 14
by Steve Johnson [05.28.15]
"There are too many stories in these sounds for the world to never know," wrote Journey sound designer Steve Johnson in this timeless 2012 feature. "So I thought I'd share them with you."
Console/PC, Audio, Design, Exclusive

Game Design Deep Dive: Darkest Dungeon's Affliction System Exclusive 3
by Tyler Sigman, Chris Bourassa [05.28.15]
Chris Bourassa & Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Console/PC, Indie, Design, Exclusive, Deep Dive

Don't Miss: Games from the trash - A history of the TRS-80 Exclusive 27
by Dale Dobson [05.27.15]
In this 2012 retrospective, Gamasutra pays homage to a system beloved by many but forgotten by everyone else: Radio Shack's first computer, the underpowered friend to many budding game designers.
Console/PC, Programming, Design, Business/Marketing, Exclusive

Smooth moves: Designing VR games that won't make players sick Exclusive 6
by Alex Wawro [05.27.15]
Gamasutra chats with a few VR game designers to figure out what they've learned about not making people sick, and how other developers can apply those learnings to their own projects.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive

Don't Miss: The Pac-Man Dossier Exclusive 10
by Jamey Pittman [05.26.15]
What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Postmortem: Pac-Man, Iwatani's rhapsody in yellow Exclusive GDMag Exclusive 7
by Toru Iwatani [05.22.15]
35 years ago today, Namco released Pac-Man in Japan and jumpstarted a new age of game development. In this classic 2005 Game Developer Magazine feature, Pac-Man creator Toru Iwatani explains how.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GD Mag Exclusive, GD Mag

The cunning ruse: Deception in game design Exclusive 5
by Phill Cameron [05.15.15]
We talk to SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design, Exclusive

Going mobile the right way: A Crack Attack postmortem Exclusive 4
by Martin Wakeley [05.14.15]
Rare and Free Radical veteran Martin Wakeley writes a no-nonsense postmortem of Crack Attack, a mobile puzzle game that draws on his years of dev experience and love of smartphone games, too.
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Exclusive

Don't Miss: Remembering the life and times of Nintendo Power Exclusive 19
by Frank Cifaldi [05.13.15]
Nintendo Power founding editors Gail Tilden and Howard Phillips share their memories of launching (for better or worse) one of the most influential video game periodicals in this classic 2012 feature.
Console/PC, Business/Marketing, Exclusive

Work / Life / Work Balance: Making two games at once, and surviving Exclusive 15
by Alex Wawro [05.11.15]
Gamasutra speaks to developers who are working on multiple projects simultaneously to learn how and why they spend ten hours a day making a game -- and then come home and work on another game.
Console/PC, Indie, Design, Production, Exclusive