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January 29, 2015
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January 29, 2015
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Updates » Design
Q&A: New AAA studio from 2K Games all about players' stories 6
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A design.
Console/PC, Design, Production

Don't Miss: Remembering the launch of Sony's first PlayStation 11
by Christian Nutt [12.03.14]
Today marks the 20th anniversary of the original PlayStation's debut in Japan, and to mark the occasion we're highlighting this classic interview with Sony's Peter Dille about the console's launch.
Console/PC, Design

Video: How Irrational gave life to Bioshock Infinite's Elizabeth  
by Staff [12.03.14]
Bioshock Infinite animation director takes the stage at GDC 2014 to explain in remarkable detail how the character design of Elizabeth evolved and ultimately involved every department of Irrational.
Console/PC, Design, Video, Vault

Epic bumps Unreal up to 4.6 with a host of new features 8
by Alex Wawro [12.03.14]
Epic Games has updated Unreal Engine to 4.6, upgrading and expanding the toolset while fixing a host of issues and incorporating some work from its community of developers.
Console/PC, Design

Discover the design wisdom of early American board games at GDC 1
by Staff [12.03.14]
Brooklyn-based game designer Julia Keren-Detar is coming to GDC 2015 to delve into the origins of a few classic American board games and show how the culture of their times influenced the game design we see today.
Console/PC, Design, GDC

Blog: The hidden beauty of mazes 9
by Gamasutra Community [12.03.14]
"We always see mazes displayed as black and white, surely because itís easier to read and play, but adding colors can change everything. From a simple game to art."
Console/PC, Smartphone/Tablet, Indie, Art, Design

I like Tolkien too, but please, no more fan fiction 59
by Gamasutra Community [12.03.14]
"There are so many ways to create interesting worlds, itís a shame that we stick to the same presets again and again. Besides, arenít we all getting tired of playing the same Tolkien fan fiction game over and over?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Q&A: Maniac Mansion creators stick to their roots with new adventure game 2
by Konstantinos Dimopoulos [12.02.14]
With traditional and particularly exciting adventure Thimbleweed Park doing impressively well on Kickstarter, we thought we'd ask creators (and legendary Maniac Mansion duo) Ron Gilbert and Gary Winnick a few things.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Why Pokemon Ruby matters to me 4
by Gamasutra Community [12.02.14]
"Iím glad Pokemon is still popular today. I want kids to have those kinds of imaginative, fantastic journeys... That wonder should persist and we should work to preserve it."
Console/PC, Design

Designing an alien alphabet for your game 21
by Gamasutra Community [12.02.14]
"A great way to enhance a gameworld's believability and atmosphere is to make a custom alphabet for it. The written word is all around us, and plays a major role in making our world look and feel the way it does."
Console/PC, Smartphone/Tablet, Indie, Art, Design

Borderlands 2 writer shares advice at GDC 2015's Narrative Summit  
by Staff [12.02.14]
Anthony Burch's talk on valuing great characters over great plot points will be part of the GDC 2015 Game Narrative Summit, a series of frank talks on the topic from leading industry experts.
Console/PC, Design, GDC

How to get better at teaching yourself new skills 9
by Gamasutra Community [12.02.14]
"It's easy to overemphasize the need to consume educational content, but an equally important part of the learning process is to practice the skills that you are trying to learn."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: When games play to their strengths 12
by Gamasutra Community [12.02.14]
"And when games do play to their strengths the results can be astounding. Journey has more emotional resonance in its 2-hour playtime than the entirety of David Cage's oeuvre."
Console/PC, Indie, Design

Adrift devs foresee untapped potential in first-person games 6
by Alex Wawro [12.01.14]
A recent Polygon story about indie studio Three One Zero reveals how the team came together to work on Adrift and the genesis of its ambition to become a 'first-person experience' developer.
Console/PC, Design

This Week in Video Game Criticism: From Alaska to Beyond Earth  
by Eric Swain [12.01.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from Civilization: Beyond Earth to Native Alaskan folklore-inspired title Never Alone.
Console/PC, Indie, Design

Get a job: GREE is hiring a Senior Game Designer  
by Staff [12.01.14]
Japanese social game company GREE is looking for an experienced game designer to work on developing innovative social game mechanics in its Vancouver, British Columbia studio.
Smartphone/Tablet, Design, Recruitment

Don't Miss: The design secrets of Chrono Trigger 24
by Victoria Earl [12.01.14]
A classic analysis piece that explores exactly how this seminal RPG's structure and gameplay design weave together to offer unprecedented freedom for the genre and exceptional player satisfaction.
Console/PC, Design

How to leverage your local library as an indie 1
by Gamasutra Community [12.01.14]
"As my thirst for knowledge increased, so did the diversity of books. I started requesting Art Books, Marketing Books, Books of Faith, and even a very obscure technical book for programming Voronoi Diagrams."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Practical Creativity - A way to invent new kinds of video games 1
by GDC Staff [12.01.14]
It can be hard to be creative. And all too often, creativity is treated as a magical talent that few have, when it's actually a skill that anyone can learn and that improves with practice! Raph Koster explains...
Design, Video

Surpringly popular silliness: Migi Osu, a game jam postmortem  
by Gamasutra Community [11.28.14]
"In an alcohol-induced epiphany we suddenly realised that we had a good game idea and the PewDiePie game jam happened to be on the same day, so we got prototyping."
Console/PC, Indie, Design, Production