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February 28, 2015
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February 28, 2015
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Updates » Design
This Week in Video Game Criticism: Ludocentricism and the 'Age of Games'  
by Mark Filipowich [01.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from the 'ludocentrism' of games discourse to a different take on Eric Zimmerman's 'Ludic Century.'
Console/PC, Social/Online, Indie, Design, Business/Marketing

Get a job: Sucker Punch is hiring a Narrative Writer  
by Staff [01.13.15]
Are you a storyteller? InFamous: Second Son studio Sucker Punch is looking to hire a contract writer to work on crafting narrative content alongside the team in the studio's Bellevue, WA office.
Console/PC, Design, Recruitment

Blog: What is 'depth' in video games? 6
by Gamasutra Community [01.13.15]
"There are countless examples where depth is built into games, but players donít understand it or take advantage of it. ... We need an underlying design for depth which is (hopefully) intuitive to the player."
Console/PC, Design

Don't Miss: Finding the beat in Crypt of the NecroDancer Exclusive 10
by Ryan Clark [01.12.15]
Brace Yourself Games debuted the rhythm-based roguelike Crypt of the NecroDancer in 2014. Here, creator Ryan Clark shares how he discovered, then carefully tweaked the game's signature beat mechanic.
Indie, Design, Exclusive

2015: The year we get loading screen mini-games back 23
by Gamasutra Community [01.12.15]
Namco patented the loading screen mini-game after including Galaxian in the release of the first Ridge Racer for PlayStation. 2015 is when that patent expires.
Console/PC, Design, Business/Marketing

Design by constraints: Hitman Go postmortem comes to GDC 2015 3
by Staff [01.12.15]
Square Enix Montreal's Daniel Lutz, the Game Director behind Hitman GO, will deliver a design postmortem on the game and its unorthodox design concept at GDC 2015 in March.
Smartphone/Tablet, Design, GDC

Anything goes: How Destiny just went free-to-cheat 54
by Gamasutra Community [01.12.15]
"Bungie just signed a carte blanche to all exploits, cheats that will most certainly pop up now on a regular basis. By not reacting at all they removed the incentive for players to play fair."
Console/PC, Social/Online, Design, Business/Marketing

Designing procedural dungeons: My method 2
by Gamasutra Community [01.09.15]
"I created a master carver, which would spawn other sub-carvers. The trickiest part then, was balancing when and where to spawn in the sub-carvers, in order to get a dungeon that felt right."
Console/PC, Indie, Programming, Design

Shadow of Mordor, Hearthstone, Bayonetta 2 grab Choice Awards nominations 3
by Staff [01.09.15]
The 15th annual Game Developers Choice Awards nominees also include Shadow of Mordor, This War Of Mine and Shovel Knight - winners revealed at GDC this March.
Console/PC, Smartphone/Tablet, Indie, Design, GDC

A framework for screens and logic  
by Gamasutra Community [01.09.15]
"I chose to solve this problem up front and develop a good system for switching between game modes, as well as segmenting my display and logic functionality. Hereís what I did."
Console/PC, Indie, Programming, Design

Dead Secret dev shares mobile VR game design tips at GDC 2015  
by Staff [01.09.15]
Robot Invader's Chris Pruett will share lessons learned from rebuilding Dead Secret to work well as a mobile VR game as part of the GDC 2015 Smartphone & Tablet Games Summit.
Smartphone/Tablet, Design, GDC

Advice on entering the Chinese mobile market from a local dev 3
by Gamasutra Community [01.09.15]
"If you are a medium-sized or small-sized studio, intent on working with a big name publisher in China, Iíd like you to know that you arenít not good enough just not lucky enough. So here is some advice."
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: A postmortem of the original DoTA Exclusive 7
by Steve Feak, Steve Mescon [01.08.15]
In this classic postmortem, some of the key figures behind seminal Warcraft III mod Defense Of The Ancients provide a look at what went right and wrong during development of the trailblazing game.
Console/PC, Design, Exclusive

Gummy Drop: Rethinking the Saga map 1
by Gamasutra Community [01.08.15]
"The map no longer becomes a simple marker of linear progress, but rather opens up the ability to alter the gameís pace, encouraging the player to explore something outside of the gameís core mechanic."
Smartphone/Tablet, Design

Warren Robinett talks Adventure in GDC 2015 Classic Game Postmortem 5
by Staff [01.08.15]
Warren Robinett, the veteran programmer, designer and The Learning Company founder, will be delivering a Classic Game Postmortem on the influential Atari 2600 game Adventure at GDC 2015.
Console/PC, Design

Perspectives of storytelling: Child of Light vs. Valiant Hearts 10
by Gamasutra Community [01.08.15]
"Child of Light made some fundamental storytelling errors, which when set side by side with Valiant Hearts seemed not only unfortunate but a real shame."
Console/PC, Design

Handmade Hero's new lessons about old-school game programming 8
by Phill Cameron [01.08.15]
Casey Muratori's Handmade Hero documents the coding of a game from scratch, creating the game engine and everything else from the basic code. We talked to him about the process.
Console/PC, Indie, Programming, Design

Examining sources of uncertainty in game design 7
by Gamasutra Community [01.07.15]
"The reason why uncertainty is so important can be understood by taking a closer look at the nature of any gameplay process. In essence it is all about learning, i.e. gaining competence."
Console/PC, Indie, Design

Make A Game With No Experience: Tom Francis begins Game Maker tutorials 4
by Phill Cameron [01.07.15]
Gunpoint's Tom Francis has begun a series of video tutorials on how to start creating a game in Game Maker Studio with no previous experience.
Console/PC, Indie, Programming, Design, Production, Video

AbleGamers announces its awards for Accessible Games of the Year 3
by Phill Cameron [01.07.15]
AbleGamers have announced their awards for Accessible Mainstream Game of the year, and Accessible Indie Game of Year.
Console/PC, Design