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November 26, 2015
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November 26, 2015
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Updates » Video
'A brawl and a race': Designing for the long game in Subterfuge 3
by Chris Priestman [10.15.15]
Subterfuge's debt to Neptune's Pride is clear, but design decisions related to interface, scope, communications, and chronology ensure that it's deeply engaging, but less demanding.
Console/PC, Smartphone/Tablet, Indie, Design, Video

Video: Shout at the Devil - The making of Diablo III  
by Staff [10.14.15]
At GDC 2013, Blizzard's Jay Wilson delivers a frank postmortem of Diablo III that delves into the design pillars of the Diablo games and how well the team abided by those in making the latest game.
Console/PC, Design, Production, Video, Vault

Q&A: Orchestrating nine-player co-op chaos in A Fistful of Gun  
by Konstantinos Dimopoulos [10.14.15]
'If you want something with traditional controls or you hate arcade coin-chewers, it's probably not gonna be your thing,' says Paul 'Farmergnome' Hart. 'And I am okay with that.'
Console/PC, Indie, Art, Design, Video

Nonprofit sees success using motion controls for educational games  
by Alex Wawro [10.13.15]
New research surfaces today on how nonprofit GameDesk Studios has been experimenting with developing motion-based games to help students better understand complex subjects like math and science.
Console/PC, Serious, Design, Video

Video: Don't underestimate the power of community in your games  
by Staff [10.13.15]
At GDC 2014 Kongregate's Emily Greer underscores the critical role games play in creating communities of players by sharing facts and anecdotes about how people thrive when they're part of a group.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video

Mixing suspense, absurdity and FMV in A Stranger Comes Calling  
by Joel Couture [10.12.15]
Paul Franzen's FMV game A Stranger Comes Calling begins with a mysterious knock on the door. Then it spirals out in a lot of bizarre and hilarious directions.
Console/PC, Indie, Design, Video

The unlikely creative relationship behind Minecraft: Story Mode  
by Richard Moss [10.09.15]
How did Telltale and Mojang turn the ultimate sandbox game into a narrative adventure? By taking inspiration from stories that Minecraftplayers create...and from the movie Goonies.
Console/PC, Indie, Design, Video

Video: How video games can better handle feints and misdirection  
by Staff [10.09.15]
At GDC Europe 2015, TinyBuild's Mike Rose speaks to what video game designers can learn (and potentially steal) about bluffing and misdirection mechanics from the most devious board and card games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: Why game designers should study dance, music & comedy  
by Staff [10.07.15]
At GDC 2014 writer Susan O'Connor (Bioshock, Tomb Raider) argues game devs can learn from watching how dance, music & comedy artists use timing and motion to draw people into the experience.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Video: Automating content creation so tiny teams can make big games 1
by Staff [10.06.15]
At GDC Europe 2015 developer Alexander Birke explains how a small team built an outsized game -- The Adventures of Bertram Fiddle -- by creating efficient automated processes to create content.
Console/PC, Indie, Production, Video, Vault

Video: Watch ten great European indie game talks in under an hour  
by Staff [10.05.15]
Check out the second annual GDC Europe Innovative Games Showcase, a curated exhibition of innovative and experimental games, with 10 microtalks from indie devs about new ways to design games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Video: How to hire and retain more women in the game industry 8
by Staff [10.02.15]
At GDC Europe 2015 a panel of women from companies like King, NaturalMotion and Gameloft share their experiences as women in the game industry and offer advice for increasing diversity.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Video, Vault

Beneath the pixels: The art direction of Super Time Force 6
by Dan Vader, Mike Nguyen & Vic Nguyen [10.02.15]
A deep look at the decidedly non-retro pixel art direction for Capy Games' Super Time Force Ultra -- what it takes to make a "fever dream" of a 2D game on HD hardware.
Console/PC, Indie, Art, Video

Video: Talk about your failures so other devs can learn from them  
by Staff [10.01.15]
"The independent game space has a problem with failure," said indie dev Ashley Zeldin at GDC 2015. "When all we hear about are successes, that creates unrealistic expectations."
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

What 10 seconds, procedural generation, and fish do for shoot-'em-up design  
by Joel Couture [09.30.15]
Neon Deity imposed an interesting design contraint on Shutshimi: Seriously Swole: Turn standard shoot-'em-up gameplay into 10-second bursts of procedurally generated action.
Console/PC, Indie, Design, Video

Creating player paranoia through misdirection in I Can't Escape: Darkness 1
by Joel Couture [09.29.15]
I Can't Escape: Darkness presents an ever-changing dangerous maze, built around taking player preconceptions and subverting them, creating a tension, confusion, and paranoia in the player.
Console/PC, Indie, Design, Video

Video: The things you learn building big multiplayer game installations  
by Staff [09.29.15]
Indie developer Alistair Aitcheson speaks at GDC Europe 2015 about all the interesting things he's learned from building big, quirky multiplayer games (like Tap Happy Sabotage) set in physical spaces.
Console/PC, Social/Online, Indie, Video, Vault

Indies in Japan: Selections from Tokyo Game Show's Sense of Wonder Night 2015  
by Lena LeRay [09.29.15]
Every year, Tokyo Game Show runs its Sense of Wonder Night event to showcase innovative indie titles. Here are quick looks at the ten finalists.
Console/PC, Indie, Design, Video

Oculus Story Studio releases UE4 assets for Henry  
by Christian Nutt [09.29.15]
Impressive interactive narrative VR experience shared with developers around the globe to help show "a practical example of how a VR story could be made in Unreal."
Console/PC, Programming, Art, Audio, Video, VR

Video: Tackle tough subjects via fun games with meaningful cores 2
by Staff [09.28.15]
At GDC Europe 2015 Blindflug's Tabea Iseli showcased how the studio makes fun games, like First Strike, driven by meaningful cores that help shed light on important issues like nuclear war.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault