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September 1, 2015
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Don't Miss: How Bungie built the weapons, worlds and lore of Destiny 19
by Staff [08.14.15]
Hear the four pillars that guided the world design for Bungie's remarkably popular Destiny, from art director Christopher Barrett and design director Joe Staten in this free GDC 2013 video.
Console/PC, Social/Online, Programming, Production

'The itch to make and nothing to say' - Creative significance and games 11
by Gamasutra Community [08.14.15]
Paul Kilduff-Taylor recently suggested that developers concentrate on “creatively significant work” -- but what is that? What does it mean? He tackles the topic here.
Console/PC, Indie, Design, Business/Marketing

Video: Your brilliant idea has been done before -- but do it anyway 1
by Staff [08.14.15]
Real talk: Your amazing, innovative, one-of-a-kind game/story/character/song has almost certainly been done before. Probably more than once. At GDC 2014, Nika Harper explains why that shouldn't stop you.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Blog: 'Psychological exploitation' and time-wasters 16
by Gamasutra Community [08.14.15]
"Many game mechanics aren't inherently or especially wastes nor valuable uses of time, but rather tools (power tools of psychological activity, really)."
Console/PC, Smartphone/Tablet, Design

APA links violent games to aggression, asks devs to improve parental controls 11
by Alex Wawro [08.14.15]
The American Psychological Association's Task Force on Violent Media says playing violent video games is a consistent "risk factor" for increased aggressive thoughts/behaviors and decreased empathy.
Console/PC, Design

Process: The way game design reflects life 3
by Gamasutra Community [08.14.15]
"To process something is to break it down into a series of actionable tasks. It’s a simple, powerful idea that can carry you from Earth, to hell, and back again."
Indie, Design

How 'walking simulators' allow us to touch other worlds Exclusive 4
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

New performance capture tech makes photorealistic skin a reality 4
by Chris Kerr [08.14.15]
A team of researchers have developed a new performance capture technique that allows them to capture the intricate subtleties of human skin, making CGI characters appear photorealistic.
Console/PC, Design, Video

The key to Steam Greenlight is preparation 6
by Gamasutra Community [08.14.15]
"The first 3-5 days on Greenlight are absolutely the most important. You only have a little time in the spotlight before your project will get pushed into obscurity."
Console/PC, Indie, Business/Marketing

Blog: Some inspired designs in the Dune RTS series 7
by Gamasutra Community [08.14.15]
"Dune 2 is considered one of the founding games of the RTS genre... coming back to the game and its sequels as an adult with a more critical eye for games design, I cannot help but appreciate what Westwood did."
Console/PC, Design

Another narrative fallacy: Games are about choice 50
by Gamasutra Community [08.14.15]
Warren Spector takes on the idea of "choice" being paramount in games: "I don't get the exclusive focus on choice. I don't get the seeming obsession, in choice-driven games, with binary opposition."
Console/PC, Design

Jade Raymond's Motive to put in 'significant' work on Visceral's Star Wars game  
by Alex Wawro [08.13.15]
In a wide-ranging interview published today by Game Informer, veteran game designer Jade Raymond speaks to some of the differences between Ubisoft/EA and lays out more details about her new studio.
Console/PC, Business/Marketing

Nexon's fortunes rise on the back of a 10-year-old F2P game 2
by Alex Wawro [08.13.15]
Korean free-to-play game publisher Nexon seems to be having a good year, as the company reported earnings for the second quarter of its 2015 fiscal year that were on the high end of its expectations.
Social/Online, Business/Marketing

A rough quarter for King still nets it $155M in profits 1
by Alex Wawro [08.13.15]
Candy Crush Saga maker King reported its second quarter 2015 earnings today, and the numbers are down across the board compared to both its previous quarter and the same period last year.
Smartphone/Tablet, Business/Marketing

Get a job: Be a UI/UX Artist and Designer at Radiant  
by Staff [08.13.15]
The makers of Rising Thunder and Stonehearth are looking for a multi-talented artist and designer to take a lead role on user interface and experience design at their Los Altos, CA headquarters.
Console/PC, Indie, Art, Design, Recruitment

Why Sega brought in an interior designer to work on Shenmue  
by Alex Wawro [08.13.15]
We wanted to know Takimoto’s design process," explained Yu Suzuki in a newly-translated interview from 2000. "We had a lot of questions about the 'rules' of interior design."
Console/PC, Design

Sponsored: Improving Android game performance with Intel INDE GPA  
by TRAPPER M. (Intel) [08.13.15]
This tutorial presents a step-by-step guide to performance analysis, bottleneck identification, and rendering optimization of an OpenGL ES 3.0 application on Android.
Programming, Sponsored Article

Video: How Swery designed D4 for empathy via 'sensory replication'  
by Staff [08.13.15]
In a quirky session at GDC 2015, game designer Hidetaka "Swery" Suehiro discusses D4 and his attempts to empathetically connect with players using his "sensory replication" game design technique.
Console/PC, Indie, Design, Video, Vault

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

The 'trinity' of game development: A framework for design 2
by Gamasutra Community [08.13.15]
The trinity of game development: "There are at least 3 basic categories that everything in a game can be broken down into, which I call 'Context,' 'Theatrics,' and 'Questions.'"
Console/PC, Design