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November 29, 2015
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Updates » Design
Don't Miss: Designing people-programming puzzler Human Resource Machine 1
by Alex Wawro [10.15.15]
Why is assembly language so appealing to puzzle game makers? Gamasutra speaks to World Of Goo dev Kyle Gabler about designing Tomorrow Corp.'s thinly-veiled programming puzzler Human Resource Machine.
Indie, Design

Considerations before you launch your game 8
by Gamasutra Community [10.15.15]
"A high-level overview of the areas outside of 'make a great game!' Not all of these may apply to your individual title, but it's worth the exercise of considering each high-level area and its implications for your game."
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

5 game design lessons from Tokyo Game Show 7
by Gamasutra Community [10.15.15]
"I got to have a lot of conversations, some short, some long, with Japanese developers who wandered by to play the game. Here are 5 takeaways, either on game design, or being a game designer, that I gleaned."
Console/PC, Indie, Design

Destruction and growth in gameplay: Creating Mushroom 11 1
by Lena LeRay [10.15.15]
"Mushroom 11 is a game about destruction and growth," is how developer Itay Keren describes his game. "You are an amorphous organism, and the only way you move is by destroying your own cells."
Indie, Programming, Design, Production, Video

'A brawl and a race': Designing for the long game in Subterfuge 3
by Chris Priestman [10.15.15]
Subterfuge's debt to Neptune's Pride is clear, but design decisions related to interface, scope, communications, and chronology ensure that it's deeply engaging, but less demanding.
Console/PC, Smartphone/Tablet, Indie, Design, Video

Asymmetric balance theory, in 3 charts 6
by Gamasutra Community [10.15.15]
"Eventually, Iíve found out that Time, Deficit, and Frequency are the powers which rule every single number in the game from the entire game economy to the way your game sends push-notifications."
Smartphone/Tablet, Design, Business/Marketing

Design analysis: The combat of Renowned Explorers  
by Gamasutra Community [10.14.15]
"I've been playing a lot of Renowned Explorers: International Society of late. The game does a lot of things very well, but what I'm going to write about here is the combat system."
Smartphone/Tablet, Design

Video: Shout at the Devil - The making of Diablo III  
by Staff [10.14.15]
At GDC 2013, Blizzard's Jay Wilson delivers a frank postmortem of Diablo III that delves into the design pillars of the Diablo games and how well the team abided by those in making the latest game.
Console/PC, Design, Production, Video, Vault

Don't Miss: An oral history of developing Deus Ex 5
by Alex Wawro [10.14.15]
15 years ago, Ion Storm Austin released its seminal first-person cyberpunk game Deus Ex. Gamasutra spoke to some of its lead creators to learn how they developed it -- and what it did to them.
Console/PC, Programming, Audio, Design, Production, Business/Marketing

Q&A: Orchestrating nine-player co-op chaos in A Fistful of Gun  
by Konstantinos Dimopoulos [10.14.15]
'If you want something with traditional controls or you hate arcade coin-chewers, it's probably not gonna be your thing,' says Paul 'Farmergnome' Hart. 'And I am okay with that.'
Console/PC, Indie, Art, Design, Video

GDC 2016 opens for registration, debuts first talks  
by Staff [10.14.15]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2016 is now open for registration!
Console/PC, Indie, Programming, Design, Production, GDC

3 approaches for procedural world generation 6
by Gamasutra Community [10.14.15]
"The approaches are not only algorithmically very different but are also suitable for different types of games and gameplay. Here's a breakdown and analysis."
Console/PC, Indie, Programming, Design

Postmortem: Inkle's 80 Days Exclusive 3
by Jon Ingold & Joseph Humfrey [10.14.15]
Developers at Inkle explain how small side-project turned into a huge endeavor, and eventually became one of the most critically acclaimed games on the App Store, Google Play and Steam.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive

Nonprofit sees success using motion controls for educational games  
by Alex Wawro [10.13.15]
New research surfaces today on how nonprofit GameDesk Studios has been experimenting with developing motion-based games to help students better understand complex subjects like math and science.
Console/PC, Serious, Design, Video

Don't Miss: Finding fourteen different forms of fun in games 9
by Gamasutra Community [10.13.15]
We talk a lot about 'finding the fun' - but what does that mean? This classic 2001 feature explores why some things are fun while others aren't, and how devs can use this to perfect their craft.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Placebo effect present in video games, say UK researchers 9
by Chris Kerr [10.13.15]
Professor Paul Cairns, who teaches human-computer interaction at the UK's University of York, has tested whether the placebo effect can alter the way players perceive video games.
Console/PC, Indie, Design, Production, Business/Marketing

Free-to-play analysis: Clash of Clans and its competition 37
by Gamasutra Community [10.13.15]
Ramin Shokrizade takes apart Clash of Clans, Boom Beach, DomiNations and more to see what makes the genre tick -- from a free-to-play perspective.
Smartphone/Tablet, Design, Business/Marketing

Creativity as an open question: Random thoughts on The Beginner's Guide 6
by Kris Graft [10.13.15]
"This game feels like a game meant to either a.) discuss with another person, or b.) for one to sit and meditate on it by oneself. So I wanted to discuss the game with someone."
Console/PC, Indie, Design

Design 101: Balancing games 8
by Gamasutra Community [10.13.15]
"While the whole industry talks about 'balancing games' there is surprisingly little consensus on what that actually means. Debates run wild."
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: Alien: Isolation and the evolution of horror sim design 35
by Gamasutra Community [10.12.15]
SOMA's Thomas Grip tackles the latest Alien game in this classic 2014 post: "I think that horror simulation is the sort of design we want to strive for when making horror games."
Console/PC, Indie, Design