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October 22, 2014
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October 22, 2014
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Updates » Design
GDC 2015 reveals new Summits and opens call for papers  
by Staff [09.08.14]
The GDC 2015 call for lectures and panels for topic-specific Summits focused on eSports, indie games, community management, free-to-play, narrative, mobile, and education ends 10/3.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Game feel tips: More on smooth movement 4
by Gamasutra Community [09.08.14]
A demo to illustrate what it means to have "good movement feel" in a game -- "its just too hard to make your case about game feel with just words or a video - you just have to make it playable to get your point across."
Console/PC, Indie, Programming, Design

'Was there a specific game that got you into game dev?' 38
by Christian Nutt [09.05.14]
Was there ever a game that gave you a "this is it!" moment about game development -- the one that pushed you on the path? We asked our Twitter followers.
Console/PC, Indie, Design

Blog: Explore new ways to control games in the Alt Ctrl Game Jam  
by Gamasutra Community [09.05.14]
Developers, take note: the upcoming Alt Ctrl Game Jam is an online 10-day game jam about experimenting with alternative controls in game design, and it starts September 12th.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

Video: A Broken Sword postmortem from creator Charles Cecil  
by Staff [09.05.14]
Game industry veteran Charles Cecil speaks about his work writing and directing Broken Sword: Shadow of the Templars, the award-winning 1996 adventure that raised the bar for storytelling in games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Branching conversation systems and the working writer 27
by Gamasutra Community [09.05.14]
"My goal is to walk through both high-level considerations -- how to design a branching dialogue system, when to use one and for what kinds of games -- as well as techniques for actual dialogue writing."
Console/PC, Design

Tomb Raider scribe Rhianna Pratchett on the writer's struggle 3
by Christian Nutt [09.04.14]
"You've always got the voices in your head that worry that you're not good enough, you're a fraud, you're just making it up as you go along, which is really what writing is anyway."
Console/PC, Design

Don't Miss: The SCUMM Diary: Stories of a seminal game engine Exclusive 12
by Staff, Mike Bevan [09.04.14]
SCUMM might "just" be a game engine -- but it's an engine that elicits emotions nearly as strong as the games that it powers. Here, SCUMM architect Aric Wilmunder shares stories from its development.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Q&A: Carmack reveals the challenges of mobile VR game development Exclusive 15
by Alex Wawro [09.04.14]
Gamasutra speaks to Oculus CTO John Carmack to learn more about how Oculus' new Mobile SDK works and what it means for developers who are currently making -- or thinking about making -- VR games.
Smartphone/Tablet, Programming, Design, Production, Exclusive

Blog: On Desert Golfing and naming my company 4
by Gamasutra Community [09.04.14]
"I'm happy when I find people who can make better decisions for me. Every statistic and number in a game matters. Every time I neglect a number, then its presence is just noise unless I find the signal."
Smartphone/Tablet, Indie, Design, Business/Marketing

Analysis: Court decides in favor of 'cloned' game 11
by Gamasutra Community [09.04.14]
"The opinion of the court here only had to find that there was a plausible claim of infringement. The decision may not turn in their favor, but it seems that the court is certainly aware of the cloning issue."
Console/PC, Indie, Design

Level design dramas: What Super Mario Bros. 3 and Half-Life 2 have in common 2
by Gamasutra Community [09.04.14]
"Interesting experiences are not just about 'good things happening' and 'bad things happening'; it is better to say that they are about dramas."
Console/PC, Design

Gamification: The user's perspective 2
by Gamasutra Community [09.04.14]
A hierarchy of systems, starting from the player and moving layer-by-layer outward: "the fact of the matter is, the user does not care how clever the designers were. They just want a system that works and that is usable."
Smartphone/Tablet, Design

Blog: The other reason to avoid free-to-play 7
by Gamasutra Community [09.04.14]
"A free to play game is trying to sell you a new hobby. A paid app is more focused on giving you a finite experience."
Smartphone/Tablet, Design, Business/Marketing

The collision of collaboration, curation in Sunset Overdrive Exclusive  
by Kris Graft [09.04.14]
Insomniac Games' stylish Xbox One shooter Sunset Overdrive changed significantly between conception and realization. Game director Drew Murray explains.
Console/PC, Design, Exclusive

A glimpse into the chart-busting success of Yo-kai Watch  
by Christian Nutt [09.03.14]
"We wanted to express a world view that modern children can relate to with a role-playing video game." - Level-5 president Akihiro Hino on the success of Yo-kai Watch
Console/PC, Design, Business/Marketing

Here are some of the developers making Gear VR games 3
by Alex Wawro [09.03.14]
Several notable developers have already stepped forward and pledged to build games for Samsung's smartphone-powered VR headset, which was announced today at a tradeshow in Berlin.
Smartphone/Tablet, Design, Production

Don't Miss: Sexism and sexuality in games 37
by GDC Vault Staff [09.03.14]
Video: Dragon Age lead writer David Gaider takes a look at how romantic characters evolved from Baldur's Gate II to the Dragon Age series in this GDC 2013 talk.
Console/PC, Indie, Design, Production, Business/Marketing, Video

What does $100 buy in Battlefield 4? 23
by Gamasutra Community [09.03.14]
As "in-game purchase tactics similar to those from the pure F2P realm are undoubtedly becoming a regular part of the premium game business," consultant Ethan Levy takes a close look at Battlefield 4.
Console/PC, Design, Business/Marketing

Game Design Deep Dive: Movement in Road Not Taken Exclusive 8
by Daniel Cook [09.03.14]
Spry Fox co-founder Daniel Cook writes about how and why they made a very specific game design decision in Road Not Taken, as part of a new Gamasutra series.
Console/PC, Indie, Art, Design, Production, Exclusive, Deep Dive