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February 27, 2015
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Updates » Design
Get practical design tips for inspiring your players at GDC 2015  
by Staff [01.20.15]
GDC 2015 organizers highlight a few can't-miss Design talks ahead of the conference's discounted early registration deadline later this week.
Console/PC, Design, GDC

Video blog: Historical representation in Assassin's Creed Unity 1
by Gamasutra Community [01.20.15]
Historians consider the highs and lows of Ubisoft's depiction of the French Revolution. Topics include the Terror, 18th century Paris, horses, and the memory of the Revolution in present day France.
Design, History

Postmortem: Monolith Productions' Middle-earth: Shadow of Mordor 7
by Michael de Plater [01.20.15]
What went right and wrong during development of the award-winning open-world game Middle-earth: Shadow of Mordor, an "enormously educational experience" for Monolith.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

This Week in Video Game Criticism: From Coming Out on Top to Commander Shepard's Origin Story 1
by Johnny Kilhefner [01.19.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from black and queer representation in games to what it means if Mass Effect's Commander Shepard was originally a woman.
Console/PC, Indie, Design

How we unbroke our crafting system 6
by Gamasutra Community [01.19.15]
The crafting system we had constructed alternated between being boring and overwhelming. To solve this HORRIBLE problem, we first had to examine why this might be the case.
Indie, Design

'Has making games gotten easier or harder as you get older? Why?' 7
by Alex Wawro [01.16.15]
As the game industry matures, developers must balance the demands of their careers with the realities of growing older. Gamasutra asks its Twitter followers whether things get easier -- or harder.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Video: There and Dad Again, an Octodad: Dadliest Catch postmortem  
by Staff [01.16.15]
At GDC Next 2014, Young Horses cofounders Phil Tibitoski and John Murphy discussed the methods they used to create a successful [joke] game, work better as a team, and learn to love again.
Indie, Design, Production, Video, Vault

Telling stories with gravestones: How Boon Hill raises the dead  
by Kris Graft [01.16.15]
Professional video game and comic writer Matthew Ritter has had a rather unusual obsession, ever since he was a kid: gravestone epitaphs.
Console/PC, Design

Beyond strategy: Catching up with Amplitude Studios and Endless Legend 7
by Leigh Alexander [01.16.15]
We catch up with Amplitude Studios, the versatile and surprising team behind Endless Legend -- a visually-lovely and lifelike strategy experience that goes far beyond the genre's traditional appeal.
Console/PC, Indie, Programming, Design

Balancing multiplayer games: Intuition, iteration and numbers 3
by Gamasutra Community [01.16.15]
As games become far more complex, so does the task of balance. Here are a number of methods used to obtain balance within complex games.
Console/PC, Design

10 quotes every game developer should remember 12
by Alex Wawro [01.15.15]
From Carmack to Wallick to the makers of Monument Valley, here are ten nuggets of timeless advice from game developers across the industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Naughty Dog's Uncharted postmortem 5
by Richard LeMarchand, Neil Druckmann [01.15.15]
Naughty Dog called the original Uncharted their 'biggest and most complex' challenge to date, and shared successes and stumbles in this fascinating postmortem first published in 2008.
Console/PC, Design, Production

5 great 2014 games, from a game design perspective 2
by Gamasutra Community [01.15.15]
Adrian Chmielarz (The Vanishing of Ethan Carter) takes a look at five games that really did it for him in 2014, and explains why -- from a designer's perspective.
Console/PC, Design

Cheating vs. exploiting in game design 13
by Gamasutra Community [01.15.15]
"The discussion of cheating vs. exploits can be confusing. A recent post on Gamasutra on the cheating that happened in Destiny raised a debate about whether or not the player base should be punished."
Console/PC, Design

7 things I have learned from designing This War of Mine 12
by Gamasutra Community [01.15.15]
"I let myself look on the game from a distance. Iíll do my best to analyze those key design features that I think did the most benefit. These are the things that I will remember for my future projects."
Console/PC, Indie, Design

Don't Miss: Learning level design from The Legend of Zelda Exclusive 63
by Mike Stout [01.14.15]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design, Exclusive

Threats, luggage and mild peril: Designing 80 Days 2
by Leigh Alexander [01.14.15]
'We want you to quit not because you've seen it all, but because you can't cope, and you give up,' says Inkle's Jon Ingold, referring to the volume of content in the studio's award-winning 80 Days.
Smartphone/Tablet, Design

6 steps to writing interactive fiction 1
by Gamasutra Community [01.14.15]
"Writing is hard. Writing interactive, multiple-choice games is harder. How can you write a story where anything can happen? How do you set up the playerís options? Where do you even start?"
Console/PC, Smartphone/Tablet, Indie, Design

A local cultural perspective on Chinese mobile games 3
by Gamasutra Community [01.14.15]
"In the face of competition from foreign game companies and more demanding gamers, Chinese practitioners of mobile games walk on a tougher road."
Smartphone/Tablet, Design, Business/Marketing

This Week in Video Game Criticism: Ludocentricism and the 'Age of Games'  
by Mark Filipowich [01.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from the 'ludocentrism' of games discourse to a different take on Eric Zimmerman's 'Ludic Century.'
Console/PC, Social/Online, Indie, Design, Business/Marketing