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November 28, 2015
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November 28, 2015
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Updates » Video
How Renowned Explorers folds diplomacy into its combat system 5
by Phill Cameron [11.03.15]
Adriaan Jansen of Abbey Games explains the process of designing a sophisticated combat system that accommodates diplomatic strategies, and tracks the shifting mods and attitudes of characters.
Console/PC, Indie, Design, Production, Video

Video: Analyzing the turning tide of indie game sales in 2015  
by Staff [10.28.15]
At GDC 2015 TinyBuild staffer and one-time Gamasutra editor Mike Rose breaks down sales data for indie games across various platforms to try and shed light on the state of the market now vs. in 2009.
Indie, Business/Marketing, Video, Vault

How Undertale makes you think hard before killing monsters 1
by Joel Couture [10.27.15]
'You kill lots of random monsters in every RPG and the consequences for this are never addressed. What if they were? I made a battle system where you could talk to foes and convince them not to fight'
Indie, Design, Production, Video

Elegance, not simplicity: Devs weigh in on Downwell's irresistible charm 1
by Chris Kerr [10.27.15]
'For me, it's the thoughtful design that makes Downwell stand out,' says Santana Mishra. 'On the surface it might appear quite simple, but you quickly realize it's a case of elegance rather than simplicity.'
Indie, Design, Video

Video: Watch Sony's Paris Games Week presentation right here  
by Alex Wawro [10.27.15]
Sony skimped on Gamescom this year in favor of making a strong consumer showing at Paris Games Week, and you can tune in to watch the livestream right here -- for a limited time.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video

The tricky design problem of Soma's memorable monsters 1
by Kris Graft [10.27.15]
Mechanical and strict, or random and fuzzy? Frictional Games creative director Thomas Grip shares his approach to creating the unique monsters of recent existential nightmare, Soma.
Indie, Design, Video

Video: Exploring a future of 'transmogrified reality' game design 2
by Staff [10.26.15]
Veteran designer Noal Falstein explores "transmogrified reality" -- an approach to game design that uses new 3D-sensing mobile devices and headsets to seamlessly integrate the virtual with the real.

Video: You're Doing It Wrong - 10 pieces of advice on game design 5
by Staff [10.23.15]
Game designer Frank Lantz cheerfully excoriates popular game design practices in his "You're Doing It Wrong" rant during the GDC 2014 Rant Apocalypse.
Console/PC, Design, Video, Vault

Video: Deconstructing the art design of Dragon Age: Inquisition  
by Staff [10.21.15]
At GDC 2015 BioWare's Neil Thompson delivers a frank talk about the inspiration behind the art direction of the company's critically acclaimed Dragon Age: Inquisition.
Console/PC, Art, Production, Video

The designer is god--or the devil--in The Talos Principle 4
by Joel Couture [10.21.15]
The Talos Principle presents players with theological questions as well as puzzles. 'The Garden of Eden is a perfect fit for a story about creating a new intelligence,' says co-writer Jonas Kyratzes.
Console/PC, Indie, Design, Video

Video: See a first-person demo of what Magic Leap is meant to be  
by Alex Wawro [10.21.15]
Magic Leap published a brief video purportedly demonstrating what it looks like to see the world through its augmented reality tech, showcasing potential game and entertainment uses for the hardware.
Console/PC, Video

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

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

Video: How to escape from the indie dev shame spiral  
by Staff [10.20.15]
Game designer & consultant Ethan Levy explores a phenomenon he calls the "indie shame spiral" and how to escape it -- in this brief GDC 2015 talk.
Indie, Production, Video

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

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

Video: Real talk from Vlambeer's Rami Ismail on surviving as an indie 1
by Alex Wawro [10.19.15]
Vlambeer cofounder Rami Ismail is one of many game developers who spoke at the 2015 Control Conference in the Netherlands last month, and now the organizers have published a recording of his talk that you should see.
Indie, Business/Marketing, Video

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

Video: Designing games about tricky emotions like longing, or love  
by Staff [10.15.15]
Funomena's Robin Hunicke takes the stage at GDC 2014 Indie Soapbox and encourages developers to make games about tricky emotions and feelings like longing, affection, intimacy and love.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Destruction and growth in gameplay: Creating Mushroom 11 1
by Lena LeRay [10.15.15]
"Mushroom 11 is a game about destruction and growth," is how developer Itay Keren describes his game. "You are an amorphous organism, and the only way you move is by destroying your own cells."
Indie, Programming, Design, Production, Video