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April 26, 2015
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April 26, 2015
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Updates » Design
Video: VR game design for indies  
by Staff [04.24.15]
As part of the GDC 2015 Independent Games Summit, a panel of indie developers with VR development experience try and shed some light on the idiosyncracies of making VR games.
Indie, Design, Video, Vault

Tears in rain: Remembering the Blade Runner game 3
by Gamasutra Community [04.24.15]
"There wasnít anything quite like Blade Runner back when it launched in 1997. Worse yet, there still isnít. The game deserves to be influential but remains virtually unknown."
Console/PC, Design, History

Lasting connections: Enduring games, enduring relationships  
by Gamasutra Community [04.24.15]
"The game wants you to connect with the players around the table. That's why we gather for board games, right? These connections don't define us, but they are the finite moments of life."
Indie, Art, Design, History

Peter Molyneux: Talking to the press too early can be your undoing 5
by Brandon Sheffield [04.24.15]
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Beyond the Pentakill: The future of competitive game design 21
by Gamasutra Community [04.24.15]
"I argue that people being jerks to each other is not a property intrinsic to competition, but rather due to the way we are framing the competition."
Console/PC, Design

Is Nintendo courting an eSports audience with Splatoon? 2
by Christian Nutt [04.23.15]
"Splatoon allows for adaptive playstyles, the game has elements of a sport, and with all the thought weíve put into the things we've mentioned so far, I think it will appeal to eSports players.
Console/PC, Design, Business/Marketing

You started playing a story-based video game, and then this happened... 19
by Kris Graft [04.23.15]
"Once you start letting some random, sentient entity (e.g. a human) poke around within the confines of the narrative framework of your video game, things often get broken."
Console/PC, Design

Get a job: Be a Systems Designer for Sucker Punch  
by Staff [04.23.15]
InFamous: Second Son creator Sucker Punch is looking to bring on a systems designer to work on building out features alongside the game design team in the studio's Bellevue, WA office.
Console/PC, Design, Recruitment

Blog: Working with Valve to build one of the first paid Skyrim mods 2
by Gamasutra Community [04.23.15]
"I was approached by Valve on behalf of Bethesda," writes one dev invited to make a Half-Life-themed Skyrim paid mod. "I decided to take a crack at implementing Gordon Freemanís crowbar."
Console/PC, Design

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

8 lessons I learned from making a Twine game with less than 300 words 3
by Gamasutra Community [04.23.15]
"The reason I think that I was successful in finishing a game comes down to the limitations. Knowing that I only had 300 words made it easier to cut things from the game and reduce the development workload."
Console/PC, Smartphone/Tablet, Indie, Design

Never Alone wins Game of the Year at 12th Games for Change Festival  
by Phill Cameron [04.23.15]
Never Alone has been awarded Game of the Year for the 12th Games for Change Festival.
Console/PC, Indie, Design, Production, Business/Marketing

Assassin's Creed creator's new project is Ancestors: The Humankind Odyssey 1
by Brandon Sheffield [04.23.15]
Patrice Desilets, Assassin's Creed director and now CEO and creative director of his own company Panache Games, announces a new project; Ancestors: The Humankind Odyssey.
Console/PC, Indie, Design, Production, Business/Marketing

If you build it: Colossal Order on Cities: Skylines modding Exclusive 1
by Phill Cameron [04.23.15]
We talk to Damien Morello of Colossal Order about the wild success of Cities: Skylines modding scene, and what it means for future development.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Get a job: Be a Level Designer for The Workshop  
by Staff [04.22.15]
The Workshop, which worked on The Evil Within and Sorcery, seeks to bring on a level designer to building CryEngine/Unreal levels alongside the team in its Marina Del Rey, CA office.
Console/PC, Design, Recruitment

Video: Howard Scott Warshaw's classic postmortem of Yars' Revenge  
by Staff [04.22.15]
Game industry veteran Howard Scott Warshaw explains how he created the seminal Atari 2600 game Yars' Revenge and other important Atari titles -- including E.T. -- in this GDC 2015 talk.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Q&A: Wrist-mounted game design on the Apple Watch Exclusive  
by Alex Wawro [04.22.15]
Gamasutra speaks to I Am Bread developer Bossa Studios to understand why they're making an Apple launch game, Spy Watch, and what they've learned about making good smartwatch games.
Smartphone/Tablet, Design, Exclusive

Video blog: Games, puzzles, and contests 1
by Gamasutra Community [04.22.15]
Designer and lecturer Lewis Pulsipher runs down the distinctions: "pure games never have always-correct solutions to the whole game" while "you cannot lose to a puzzle, though you may give up."
Console/PC, Smartphone/Tablet, Indie, Design

Progression control in SimCity BuildIt: A design analysis 4
by Gamasutra Community [04.22.15]
"The means of controlling the progression in SimCity BuildIt are subtle but very effective. The designers have tuned it in a way to ease the player smoothly into the habit and hobby phase."
Smartphone/Tablet, Design

Balancing Gunsport: The trouble with asymmetry  
by Gamasutra Community [04.21.15]
"The toughest thing about making Gunsport is ensuring that asymmetric gameplay is fair. That is to say, making sure matchups allow for any team to win across equivalent experience levels."
Console/PC, Indie, Design