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July 25, 2014
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July 25, 2014
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Updates » Design
How happy accidents made Oculus platformer Lucky's Tale possible Exclusive 5
by Alex Wawro [06.13.14]
Building a third-person virtual reality platformer seems like a fool's errand, but Paul Bettner's new studio Playful has stumbled upon some VR design tricks that seem to make it work.
Console/PC, Design, Exclusive, E3

Horizon reveals new indie talent and a new role for Polytron 2
by Alex Wawro [06.12.14]
The indie alternative to E3 showcased a slew of known and new indie game projects, including the first game from David O'Reilly and a new partnership business from Fez developer Polytron.
Console/PC, Design, Production, E3

Recreating the feeling of flight using Oculus Rift 6
by Mike Rose [06.12.14]
There have been tons of great demos and prototypes showing off what can be achieved with the Oculus Rift VR hardware, but Birdly may be the most imaginative we've seen to date.
Console/PC, Indie, Design, Video

VR: Letting go of the avatar 3
by Gamasutra Community [06.12.14]
"It doesn't seem to be a problem if the VR world reacts differently than the real one, as long as both internal coherence, and coherence with the player's own body are both maintained."
Console/PC, Indie, Design

Blog: Musings on morality in game design 14
by Gamasutra Community [06.12.14]
"We can do better, but we'll have to be very careful about setting up moral quandaries for the player, and measuring the right elements to ensure the player is fairly rewarded/punished for their actions."
Console/PC, Design

Nintendo's new IP, Code Name S.T.E.A.M.: Strategy for a new audience 3
by Christian Nutt [06.12.14]
Nintendo's special event for a new IP turned out to be a 3DS strategy game from Intelligent Systems, the Fire Emblem developers -- with hopes of reaching players who don't like strategy.
Console/PC, Design, Business/Marketing, E3

‘Nasty, complicated’ choice design in Tales from the Borderlands  
by Kris Graft [06.11.14]
For Telltale Games and its upcoming choice-driven adventure game Tales from the Borderlands, the studio wants to convey the themes of the Borderlands universe in the decisions players make.
Console/PC, Design, E3

Kojima hopes to tackle controversial themes with AAA design 12
by Alex Wawro [06.11.14]
The Metal Gear creator takes full responsibility for the messages his games convey and promising to continue exploring controversial themes, even as he struggles with the demands of AAA development.
Console/PC, Design, Production, E3

Video: Brenda Romero's dream of game design mastery 2
by Staff [06.11.14]
Game industry veteran Brenda Romero exhorts her fellow developers to strive for greatness and shares what she's learned about mastery from Michelin-starred chefs at GDC 2014.
Console/PC, Design, Video, Vault

Get a job: Black Tusk seeks a Lead Multiplayer Level Designer  
by Staff [06.11.14]
Black Tusk is looking for someone with multiplayer level design experience and enthusiasm for the Gears of War franchise to join them in Vancouver, British Columbia.
Console/PC, Design, Recruitment

Dying Light's action-oriented approach to survival horror design 1
by Kris Graft [06.11.14]
For developer Techland, designing for fear in Dying Light is less about suspenseful psychological horror, and more about an open world experience with few lulls, and frequent spikes of fear.
Console/PC, Design, E3

Exploring religion through game design: A Pilgrim postmortem 2
by Gamasutra Community [06.11.14]
"Through mechanics and story, I wanted to deal with the courage required to have faith in uncertainty, the changes we must make to uphold ideals, and the sacrifices that we must take to back those convictions."
Console/PC, Indie, Design, Production

Game monetization design analysis: Hay Day 2
by Gamasutra Community [06.11.14]
A look at the farming game's core loop: "I realize why Hay Day is very addictive, and why it creates turnover for Supercell regularly. Let’s analyze the reasons in more detail."
Smartphone/Tablet, Design, Business/Marketing

The philosophy of magic: How magic systems work 15
by Gamasutra Community [06.11.14]
"I've been doing a lot of research about magical systems. I'm sharing my thoughts for those of you who may one day include magic in your games."
Console/PC, Social/Online, Indie, Design

Nix Hydra aims to create deep games for women 1
by Christian Nutt [06.11.14]
Lina Chen and Naomi Ladizinsky grabbed headlines for getting $5 million in funding for their mobile hit Egg Baby -- but what sets Nix Hydra apart is its philosophy, as revealed in this new interview.
Smartphone/Tablet, Design, Business/Marketing

Brenda Romero and The Witcher talks join GDC Europe 2014  
by Staff [06.11.14]
Brenda Romero and a lead designer on The Witcher join the lineup of speakers exploring the art and business of making games at GDC Europe 2014 this August in Cologne.
Console/PC, Indie, Design, Production, Business/Marketing, GDC Europe

Q&A: Getting inside Project Morpheus with a Sony R&D engineer 1
by Christian Nutt [06.10.14]
Sony Magic Lab engineer Anton Mikhailov, one of the engineers on the Project Morpheus headset, talks Sony's attitude toward VR, plans for the headset, and how it works with game developers.
Console/PC, Design, Production, Business/Marketing, E3

Gamasutra blogs Game Design Challenge: We have a winner! 1
by Gamasutra Community [06.10.14]
Out of six participants, Gamasutra readers have chosen a winner, in a challenge to create a game for astronauts to play on the way to Mars -- watch the winning entry here.
Console/PC, Indie, Design

Are you a game designer, or a fiction writer? 18
by Gamasutra Community [06.10.14]
This presentation from game educator and designer Lewis Pulsipher asks that provocative question -- and examines the bigger issues behind the question.
Console/PC, Social/Online, Indie, Design

How game jams improved our fictional universe and game design 6
by Gamasutra Community [06.10.14]
"For the studio’s first project, we decided to expand upon Fragmentorum. However, rather than expanding the game, we decided to leave it for what it was and follow a different strategy: expand the game’s universe."
Console/PC, Indie, Art, Design, Production, Business/Marketing