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September 1, 2015
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Updates » Design
Survival story: Putting narrative and crafting progression together 1
by Gamasutra Community [07.22.15]
The challenges of storytelling: "By wrapping all of this up into a high-level web tool that anyone in our studio can use we ended up with a perfectly flexible system that allows us to rapidly create."
Console/PC, Indie, Design

Could Dota 2's new mod tools spawn a Dota-killer? Exclusive 4
by Phill Cameron [07.22.15]
We talk to Greg Kasavin of Supergiant games, and Awesomenauts creators Ronimo games about the potential of Dota 2's custom games scene.
Console/PC, Programming, Design, Production, Business/Marketing, Exclusive

Video: How to save game history forever -- or doom it to oblivion 1
by Staff [07.21.15]
"Games. Have. Historical. Value. If you don't think games have historical value, everything I say is gonna be a guy talking about stuff you don't care about," says archivist Jason Scott at GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Don't Miss: The striking sound design of Journey Exclusive 14
by Steve Johnson [07.21.15]
Sound designer Steve Johnson breaks down his work on thatgamecompany's remarkable Journey, providing samples from the game to elucidate each of his points about what makes a game sound great.
Console/PC, Indie, Audio, Design, Exclusive

What's wrong with turtles? 15
by Gamasutra Community [07.21.15]
Considering whether "turtles" -- or excessively defensive players -- are really bad, and the effects of designing games to mitigate their existence really means.
Console/PC, Design

Blog: How I hire game designers 106
by Gamasutra Community [07.21.15]
"I want to share our experience in hiring game designers. The basic principles are suitable for most professions, but since I am responsible for hiring game designers we will focus on them."
Smartphone/Tablet, Design, Recruitment

Why some old designs are worth revisiting: A Rocket League story 4
by Alex Wawro [07.21.15]
Rocket League hit big this month, but it's the latest iteration on a concept you can trace back to an Unreal Tournament mod. Here's how Psyonix found success by trying, trying and trying again.
Console/PC, Indie, Design, Business/Marketing

Don't Miss: Designing the tense save system of Alien: Isolation 14
by Gary Napper [07.20.15]
In this classic Game Design Deep Dive, Creative Assembly's Gary Napper explains how going "old-school" with game saves (they're manual!) created a sorely-needed sense of tension in Alien: Isolation.
Console/PC, Design

What's next for Nintendo? Industry analysts weigh in Exclusive 7
by Chris Baker [07.20.15]
How will the death of Nintendo's CEO and president change the future of the company? How can they possibly replace him? We asked several industry analysts for their take.
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Video: Deconstructing the hand-crafted art and design of Gorogoa  
by Staff [07.20.15]
Indie Jason Roberts speaks at GDC 2014 about how he built Gorogoa to be solvable no matter what language you speak by designing it to rely on players' natural discovery in lieu of guided tutorials.
Indie, Art, Design, Video, Vault

Capcom taking cues from F2P games in designing Street Fighter V 5
by Alex Wawro [07.20.15]
Capcom seems to be taking a page from popular F2P games like League of Legends by designing Street Fighter V with dual in-game currencies: one earned by playing the game, one bought with real money.
Console/PC, Design, Business/Marketing

This Week in Video Game Criticism: Remembering Iwata  
by Kris Ligman [07.20.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from tributes to Nintendo's Satoru Iwata to what games can still learn from the field of photography.
Console/PC, Indie, Design

Incorporating level design in melee combat systems 1
by Gamasutra Community [07.20.15]
Combat developers on games including Heavenly Sword, God of War III, DmC: Devil May Cry, The Last of Us, Aztez, Dead Island 2, Killzone and Watchdogs offer analysis and tips.
Console/PC, Design

Rust devs do it again: Gender to be randomly assigned 21
by Christian Nutt [07.17.15]
After assigning players randomized races in March -- which was intended not just as realism, but also a social experiment -- a new update will assign gender randomly.
Console/PC, Indie, Art, Design, Business/Marketing

Doomception: Modders build playable Doom cabinet inside Doom 5
by Alex Wawro [07.17.15]
Video surfaced this week of Australian modder "The Zombie Killer" working on a Doom mod that allows you to play games like Wolfenstein 3D and Doom...inside Doom.
Console/PC, Design, Video

Don't Miss: The ups and downs of doing online multiplayer as an indie Exclusive 14
by Mike Rose [07.17.15]
Including online multiplayer is a tricky challenge, particularly for small teams. In this 2014 feature, Gamasutra speaks to indies who've been in the trenches to get their take on how to do it right.
Social/Online, Indie, Programming, Design, Production, Exclusive

Video: VR design lessons learned at Valve's Vive game jam  
by Alex Wawro [07.17.15]
VR enthusiast Mike Alger attended Valve's Vive game jam in London over the weekend and captured video of attendees sharing lessons learned from the experience for fellow devs who couldn't make it.
Smartphone/Tablet, Indie, Design, Video

Video: Applying human evolutionary psychology to game design  
by Staff [07.16.15]
Why are survival games so popular? At GDC 2014, Crypt of the NecroDancer dev Ryan Clark explores how we evolved as humans, why we want the things we want, and how that affects the way we play games.
Console/PC, Indie, Design, Video, Vault

Don't Miss: An oral history of developing Deus Ex Exclusive 5
by Alex Wawro [07.16.15]
15 years ago, Ion Storm Austin released the seminal cyberpunk game Deus Ex. Gamasutra speaks to some of its lead creators to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Improving on the promise of Master of Orion 17
by Gamasutra Community [07.16.15]
A design musing on a classic: "How can we improve the original Master of Orion promise if we were unrestricted to change anything we want?"
Console/PC, Smartphone/Tablet, Indie, Design