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May 24, 2015
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Updates » Design
Video: Creators deliver a classic postmortem of Star Control  
by Staff [04.06.15]
Long-time developers Fred Ford and Paul Reiche III took the stage at GDC 2015 to deliver a candid postmortem on the creation of their seminal Star Control and Star Control II space adventure games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Here we are now, edutain us: Education and games with SpaceChem's Zach Barth  
by Phill Cameron [04.06.15]
We talk to Zach Barth about how making educational games has made him a better game designer, and why it's so hard to make educational games in the first place.
Console/PC, Indie, Design, Production, Business/Marketing

Video: Leading players astray with unexpected stories in 80 Days 1
by Staff [04.03.15]
As part of the GDC 2015 Independent Games Summit, 80 Days writer Meg Jayanth spoke about how stories in games are uniquely able to engage, surprise, delight and discomfit players.
Indie, Design, Video, Vault

Don't Miss: How to design effective achievements for your game Exclusive 31
by Lucas Blair [04.03.15]
In this classic feature, PhD researcher and game designer Lucas Blair uses academic research to formulate tips and best practices for designing your in-game achievements.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive

Experiments in creating systems for storytelling 6
by Gamasutra Community [04.03.15]
"If you can represent something in that format, you can design and implement a game out of it. And if you can represent anything in that format, you can make a game out of anything."
Console/PC, Indie, Programming, Design

Tips for how to design and develop free-to-play games 1
by Gamasutra Community [04.03.15]
"The way to conceive and plan the design of a free-to-play game is quite different than for other game models. We’d like to offer the following tips on how to make your games attractive so you can monetize them."
Smartphone/Tablet, Indie, Design, Production

Blog: It all starts with (good) intentions 1
by Gamasutra Community [04.03.15]
"Whether you call them guidelines, pillars, objectives, or mantra, it is the long-term vision, the global idea of what you want to do with your project. You should keep it to the essential."
Indie, Design

Charting Out There's long and difficult journey to completion 7
by Gamasutra Community [04.03.15]
The acclaimed space game took its development team on a rough ride. This candid diary-style postmortem takes you from before its conception up through its completion and release.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

This Week in Video Game Criticism: The Hard Sell of Battlefield Hardline 2
by Johnny Kilhefner [04.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from the financial expectations of going indie to the critical reception of Battlefield Hardline.
Console/PC, Indie, Design

One-button Reddit game attracts over 500,000 players 4
by Alex Wawro [04.02.15]
An odd sort of player community is coalescing on Reddit around The Button, a simple browser widget that sports nothing more than a big button and a timer that counts down from 60 seconds.
Console/PC, Design

Don't Miss: A rational approach to racing game track design 12
by Luke McMillan [04.02.15]
In this classic feature, Gamasutra takes an in-depth look at racing game track design, comparing two arcade titles (Initial D and Maximum Tune) while contrasting them against the Gran Turismo series.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

IGF China 2015 calls for pan-Pacific indie game submissions  
by Staff [04.02.15]
The Independent Games Festival China – which takes place in October alongside GDC China in Shanghai – is accepting indie game entries from the pan-Pacific area from now through July 20th.
Console/PC, Smartphone/Tablet, Indie, Design, GDC China

Memorable names for virtual things 2
by Gamasutra Community [04.02.15]
"What features of fictional names make them more memorable? Here are a few ways of keeping your proper nouns lucid."
Console/PC, Smartphone/Tablet, Design

Squeezing more juice out of your game 3
by Gamasutra Community [04.02.15]
"There is a part of game feel that is amusing to work on, and that yields great results as soon as your core gameplay is rock solid. This is what, since the rise of casual gaming, we call game juice."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design

Video: Warren Robinett's postmortem of his classic game Adventure 3
by Staff [04.01.15]
Veteran game maker Warren Robinett takes the stage at GDC 2015 to deliver a thorough, engaging postmortem on the creation of his hit 1979 game Adventure for the Atari 2600 console.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Don't Miss: Making humor work in games is no laughing matter Exclusive 13
by Bob Mackey [04.01.15]
In this classic feature, Gamasutra talks with developers like Rhianna Pratchett, Al Lowe and Chuck Jordan to workshop what it takes to make genuinely funny, comedic games.
Console/PC, Design, Exclusive

Nobody ever reads tutorials - Here's what worked for our game 6
by Gamasutra Community [04.01.15]
"We found that the old adage 'I hear and I forget. I see and I remember. I do and I understand' is true for game tutorials too."
Smartphone/Tablet, Indie, Design

Video blog: Gameplay depth versus variety 5
by Gamasutra Community [04.01.15]
"Gameplay depth comes not from the NUMBER of decisions, but from the quality of the choices and their importance to the outcome of the game."
Console/PC, Smartphone/Tablet, Indie, Design

Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble 2
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production, Deep Dive

From Demon's Souls to Bloodborne: Hidetaka Miyazaki's creative journey 2
by Christian Nutt [03.31.15]
The foundation of new PlayStation 4 hit Bloodborne lies in Demon's Souls, and in a new profile of its lead developer, he charts his career and creative path.
Console/PC, Design