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May 23, 2015
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May 23, 2015
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Navigating levels using environmental narratives 6
by Gamasutra Community [05.12.15]
Using environmental cues to draw the player forward and communicate information: A deep look at the technique, with plenty of examples from notable games.
Console/PC, Design

A conversation with a Twine game  
by eva problems [05.12.15]
In an extract for the book Videogames for Humans, a player has a conversation with the Twine game Rat Chaos, by game creator Winter Lake.
Indie, Design

Contrast and user focus in UI design for an online CCG 3
by Gamasutra Community [05.12.15]
Taking you through the design process: "We ultimately hope users never talk about our user interface in the final production. That is how we will know we succeeded."
Console/PC, Smartphone/Tablet, Art

Game industry deals hit an inflection point  
by Gamasutra Community [05.12.15]
Reflecting on mergers, acquisitions and IPOs: "The next six months could either reset to lower historic average levels, or climb again towards the dizzying heights of 2014."
Console/PC, Smartphone/Tablet, Business/Marketing

Scroll back: The theory and practice of cameras in side-scrollers 16
by Gamasutra Community [05.12.15]
A massive survey of 2D game cameras, covering "challenges, approaches and ... the evolution of their solutions" from the 1980s through the present day.
Console/PC, Indie

Deep inside No Man's Sky 1
by Christian Nutt [05.11.15]
In a new profile of No Man's Sky developer Hello Games, lead developer Sean Murray pulls back the curtain on an intriguing game that hasn't even yet been released.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Video: Katamari Damacy creator rolls into Experimental Gameplay Workshop  
by Staff [05.11.15]
Keita Takahashi, previously of Namco Bandai, visited Game Developers Conference to demonstrate his seminal "object rollup" title at the prestigious Experimental Gameplay Workshop.
Indie, Design, Video

Don't Miss: Designing games that don't suck 10
by Jason Bay [05.11.15]
In a detailed design article, Jason Bay uses classic usability concepts to break down the game's use of in-game weapons, objects, and puzzles, suggesting how this can make everyone build better video games.
Console/PC, Indie, Design

What makes game design unique? 11
by Gamasutra Community [05.11.15]
"There are two main things that make games different from anything else thatís 'designed.' The first is that no one has to play a game.The second is, games donít exist to extend, assist, or support some external goal."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Q&A: Castlevania's Koji Igarashi returns with new game, Bloodstained 4
by Christian Nutt [05.11.15]
Castlevania: Symphony of the Night's Koji "IGA" Igarashi has finally confirmed a new metroidvania: Bloodstained: Ritual of the Night. We speak to him about his journey toward independence, and the new game.
Console/PC, Indie, Design, Business/Marketing

What Kickstarter taught me about game development: A mid-campaign report 11
by Gamasutra Community [05.11.15]
"Give equal importance to development, polish and marketing; Don't lose focus of the big picture. Small changes on your demo can have a big impact. Use marketing to improve development and vice versa."
Indie, Production, Business/Marketing

Enemy design and enemy AI for melee combat systems 1
by Gamasutra Community [05.11.15]
A thorough analysis packed with plenty of quotes from game developers -- including DmC: Devil May Cry, God of War 3, Bayonetta, Ninja Gaiden 2, Batman: Arkham City, and Enslaved: Odyssey to the West.
Console/PC, Design

This Week in Video Game Criticism: From The Searchers to The Last of Us  
by Mark Filipowich [05.11.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from video games' origins in the tabletop roleplaying scene to the cinematic techniques of John Ford and Naughty Dog.
Console/PC, Indie, Design

F2P mobile game makers, there's a new publishing program for you  
by Alex Wawro [05.11.15]
China-based social game company FunPlus is looking to cut publishing deals with free-to-play mobile game developers via its new PublishingPlus initiative.
Smartphone/Tablet, Business/Marketing

7 easy changes to UI that improve in-app purchase sales 2
by Gamasutra Community [05.11.15]
"If I had one bit of advice to offer any small studios working on a free-to-play title, it would be this: If you don't ask, you don't get."
Smartphone/Tablet, Business/Marketing

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

Blog: The final days of a game's development could be the hardest ones 2
by Gamasutra Community [05.11.15]
"Never underestimate the last stage of the development of a game: Whether is called promotion, polishing, testing or all of them they are necessary and they take time (a lot)."
Indie, Production

A look back at a decade-plus of Koji Igarashi interviews 1
by Christian Nutt [05.08.15]
Rumors and speculation around the next move of the the Symphony of the Night maestro have Christian Nutt looking back over his many interviews with the dev for insights into his career and games.
Console/PC, Design, Business/Marketing

John Carmack offers Gear VR game dev advice 1
by Alex Wawro [05.08.15]
At the developer's request, Oculus CTO John Carmack has published a public critique of a Gear VR game with the intent of helping all VR developers better understand and utilize the technology.
Console/PC, Smartphone/Tablet, Design

Get a job: Tripwire Interactive is hiring an AI Programmer  
by Staff [05.08.15]
Killing Floor 2 progenitor Tripwire Interactive is hoping to hire an AI programmer that can design creature and character AI alongside the folks at Tripwire's Roswell, GA office.
Console/PC, Programming, Recruitment