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February 13, 2016
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February 13, 2016
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Updates » Design
Devs Answer: What objects would you want to interact with in VR?  
by Bryant Francis [02.12.16]
Devs respond to our Twitter question—what objects do you really want to interact with in VR? 
Design, Production

Get a job: Insomniac Games is hiring a Combat Designer  
by Staff [02.12.16]
Sunset Overdrive developer Insomniac is on the hunt for an experienced designer to work on combat mechanics and systems alongside the rest of the team in the studio's Burbank, CA office.
Console/PC, Design, Recruitment

Don't Miss: What Magic: The Gathering teaches us about game design 33
by Will Luton [02.12.16]
Will Luton deconstructs the original collectible card game, Magic the Gathering, and the important lessons it holds for today's video game designers in this timeless feature.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Road to the IGF: Zachtronics' Infinifactory  
by Kris Graft [02.12.16]
"All of Infinifactory's mechanics were invented from scratch to create an open-ended system that resulted in solutions reminiscent of actual factories."
Console/PC, Indie, Design, Video

The 'clever and amazing' HyperRogue 2
by Gamasutra Community [02.12.16]
"One of the most interesting roguelikes to come around lately, a game that is obviously close to the lineage and yet brings new clever and amazing ideas to the table is a little thing called HyperRogue."
Indie, Design

Postmortem: Joel McDonald's Prune 1
by Joel McDonald [02.12.16]
"Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees. It’s a delicate dance to remove that which does not matter in favor of that which does."
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Video

A visual guide for flow and simplicity in games 1
by Gamasutra Community [02.12.16]
"Flow is 'the state in which people are so involved in an activity that nothing else seems to matter.' And what kind of stinks about simplicity is that there really isn’t a practical definition for what simplicity means in games."
Console/PC, Smartphone/Tablet, Design

Don't Miss: How to make insane, procedural platformer levels 13
by Jordan Fisher [02.11.16]
Cloudberry Kingdom dev Jordan Fisher reveals how he created the algorithmic level design system for the procedurally-generated platformer (and how you can design your own) in this class '12 feature.
Console/PC, Indie, Programming, Design

Road to the IGF: League of Geeks' Armello  
by Alex Wawro [02.11.16]
"Our initial pitch for the game was 'Kung Fu Panda crossed with Game of Thrones,'" says Ty Carey, League of Geeks cofounder and Armello art director.
Indie, Art, Design, IGF

How Firewatch builds character through map design 4
by Alex Wawro [02.11.16]
Everybody's buzzing about Firewatch, but Gamasutra editor Alex Wawro thinks nobody's talking about one of the best bits of the game's design: the map.  
Console/PC, Indie, Design

See Pokemon GO deconstructed at GDC's Smartphone & Tablet Games Summit  
by Staff [02.11.16]
With the 2016 Game Developers Conference right around the corner, organizers would like to highlight some of the great talks taking place at the conference's Smartphone & Tablet Games Summit!
Smartphone/Tablet, Design, Production, Business/Marketing, GDC

Alt.Ctrl.GDC showcase: OnlySlightly's The Von Neumann Personality Test  
by Bryant Francis [02.11.16]
Inspired by personality tests, 1-900 number psychics, and his own experiences with conversion therapy, Matt Hudgins came up with a game that's played via an old-school corded phone and a CRT TV.
Design, GDC

Google Cardboard VR gets native Unity support  
by Chris Kerr [02.11.16]
Native Unity support will be coming to Google's entry-level virtual reality product, Google Cardboard.
VR, Programming, Design, Production

17 mold-breaking fighting games that all developers should study 6
by Patrick Miller [02.11.16]
As we celebrate Street Fighter II's 25th anniversary, we also take a look at some of the fascinating deviations and beautiful experiments that devs took to try and change SF2's fighting game formula
Console/PC, Design, History

Classic Mega Man design secrets that still hold up today  
by Christian Nutt [02.10.16]
Mega Man director Akira Kitamura shares insights into how to design action games, in a newly translated interview.
Console/PC, Design, History

Slow Burn: Environment and mood in Firewatch  
by Katherine Cross [02.10.16]
Firewatch's environment presents players with a diverse palette of emotion suited to every mood. When it needs to be vast and hopeful, it is. When it needs to be claustrophobic and foreboding, it is.
Console/PC, Indie, Art, Audio, Design, Video

Road to the IGF: Learn more about the finalists -- and their games!  
by Staff [02.10.16]
From Darkest Dungeon to Oxenfree to Cibele to The Magic Circle, Gamasutra's Road to the IGF series of interviews with 2016 IGF award-nominated devs is a trove of insightful, charming game dev talk.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The storytelling in Undertale's combat system 3
by Gamasutra Community [02.10.16]
"Understanding and knowing how to use these resources unique to games is something essential for the growth of the medium as an art form. Seeing that Toby Fox understands that makes me happy."
Console/PC, Indie, Design

This Week in Video Game Blogging: Daydreams and distractions  
by Gamasutra Community [02.10.16]
This week, our partnership with game criticism site Critical Distance brings us picks from their Senior Curator Zoya Street, on topics such as distraction, engagement, and imagination.
Console/PC, Indie, Design

Building empathy through game design, from Valiant Hearts to Lost In Harmony  
by Alex Wawro [02.10.16]
Valiant Hearts directo-turned-Digixart cofounder Yoan Fanise shares lessons learned in the wake of launching his first indie game, and how developers can design games to inspire empathy in players.
Smartphone/Tablet, Indie, Design, Production