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April 1, 2015
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April 1, 2015
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Updates » Design
Learn to build mobile games better at GDC 2015  
by Staff [02.13.15]
GDC officials highlight a handful of great GDC 2015 talks from some experienced developers on the topic of mobile game design.
Smartphone/Tablet, Design, Production, Business/Marketing, GDC

Combining enemy types and enemy behaviors 2
by Gamasutra Community [02.13.15]
"In this tutorial, I will focus on how I managed to be able to add many types of enemies, while giving them even more different patterns. By pattern, I mean the behavior the enemies are going to adopt."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

For OlliOlli, the right soundtrack meant a better video game Exclusive 1
by Phill Cameron [02.13.15]
Simon Bennett of Roll7 explains how the studio's 2D skating game OlliOlli was close to having a thrash rock soundtrack.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive

Here's the lineup for GDC's exciting Experimental Gameplay Workshop 1
by Staff [02.13.15]
GDC 2015 officials are excited to reveal the lineup of the ever-popular Experimental Gameplay Workshop, which includes games like That Dragon Cancer, Line Wobbler and more.
Console/PC, Indie, Design, Production, GDC

Life is Strange: Embracing metagaming 11
by Gamasutra Community [02.13.15]
"Instead of trying to prevent people from doing the accursed metagaming, what if we instead lean into it? Turn a game exploit into a game mechanic? Life is Strange blessedly does just that."
Console/PC, Design

The undying allure of the Metroidvania 18
by Christian Nutt [02.13.15]
Gamasutra's Christian Nutt speaks to a swath of developers about the "Metroidvania" genre -- what drew them to it, and its potential. Includes new comments from Symphony of the Night's Koji Igarashi, too.
Console/PC, Design

Road to the IGF: Croteam's The Talos Principle Exclusive 1
by Leigh Alexander [02.12.15]
Philosophical first-person puzzler The Talos Principle, a sleeper hit, is is now up for the Seumas McNally Grand Prize at this year's IGF. We talk to lead designer Davor Hunski about the unique game.
Console/PC, Indie, Programming, Design, Exclusive, IGF

Don't Miss: The legacy of Defender and the joy of difficult games Exclusive 17
by Matt Barton, Bill Loguidice [02.12.15]
In this classic feature, Bill Loguidice and Matt Barton examine Eugene Jarvis' devious but delightful 1980 arcade game Defender and its descendants to understand the appeal of difficult games.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Tips on game balancing 3
by Gamasutra Community [02.12.15]
"You should decide a game dynamic first, then use this to evaluate your balance. It is the role of design to determine these interactions, and of balancing to set parameters so things unfold as desired."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: When design iteration goes wrong 5
by Gamasutra Community [02.12.15]
"Fast and continual iteration is key to making a good game. But how exactly do you iterate? When do you keep going on a feature and when do you scrap it?"
Indie, Design

The consequences of war (in video games) and other topics come to GDC 2015  
by Staff [02.12.15]
With just weeks to go until the 2015 Game Developers Conference, organizers eagerly highlight another great set of sessions in the Advocacy track that you'll want to check out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

5 things I learned from the success of Geometry Dash 3
by Gamasutra Community [02.12.15]
"I took all my learnings into consideration when I made Geometry Dash. Now the game has been downloaded nearly 80 million times, and Iím able to work on it as my full time job."
Smartphone/Tablet, Indie, Design, Business/Marketing

Postmortem: Deck13 Interactive's Lords of the Fallen Exclusive 7
by Jan Klose, Thorsten Lange [02.12.15]
Lords of the Fallen from developer Deck13 launched on next-gen consoles and PC, where it shot to the top of the Steam charts. There were successes for the Demon's Souls-inspired game, but they didn't come easy.
Console/PC, Design, Production, Exclusive

Road to the IGF: Coming Out Simulator 2014 Exclusive  
by Christian Nutt [02.11.15]
Gamasutra speaks to Nicky Case about the development of Coming Out Simulator 2014 -- a deeply personal and autographical interactive story that does what it says on the tin.
Console/PC, Indie, Design, Exclusive, IGF

Don't Miss: Early Access devs on selling a game before it's 'done' Exclusive 10
by Kris Graft [02.11.15]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share valuable advice in this classic roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Loopy design encourages players to keep playing 7
by Gamasutra Community [02.11.15]
How games like The Legend of Zelda and Divinity: Original Sin encourage players to keep on exploring their worlds: "In short, a dead end says 'Stop!' while a loop says, 'Go!'"
Console/PC, Indie, Design

Road to the IGF: Game Oven's Bounden Exclusive  
by Leigh Alexander [02.11.15]
Though Game Oven is no more, its unique, physical dance game Bounden is up for the Nuovo category at this year's IGF -- we catch up with Adrian de Jongh as part of our ongoing interview series.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, IGF

Blog: Death of a game designer 87
by Gamasutra Community [02.11.15]
"I think it's time to exit stage left. I've had my fun... but for me, the game is over. How could this happen? Why has this happened? For me, being a game designer was all I'd wanted to be since high school."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Make time to attend the standout #1ReasonToBe panel at GDC 2015  
by Staff [02.11.15]
GDC 2015 officials welcome the return of one of the conferenceís most popular sessions: the #1ReasonToBe panel, a rapid, fun microtalk-style celebration and exploration of what it means to be a woman in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Game Design Deep Dive: The save system of Alien: Isolation Exclusive 11
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive