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August 2, 2015
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August 2, 2015
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Updates » Design
Check out the 2015 Game Career Guide right now! 2
by Staff [06.16.15]
Hey developers! Looking to advance your career in the game industry? The free annual Game Career Guide for 2015 is out now, and its packed with insight to help industry newcomers and veterans alike.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get cutting-edge mobile design and monetization tips at GDC Europe  
by Staff [06.16.15]
Leading experts are talking about the design, production and monetization of cutting-edge mobile games like Assassin's Creed Identity at GDC Europe in Cologne, Germany this August.
Smartphone/Tablet, Design, Production, Business/Marketing, GDC Europe

Sony trots out The Last Guardian at E3, promises to release it in 2016 1
by Alex Wawro [06.15.15]
It's true -- Sony opened its E3 press conference this evening with footage and a release date for Team Ico and Sony Japan's The Last Guardian, which is believed to have been in development since 2007.
Console/PC, Design, E3

Ubisoft's new swordfighting game is a lesson in persistent pitching Exclusive 3
by Kris Graft [06.15.15]
For Ubisoft Montreal creative director Jason VandenBerghe, getting For Honor greenlit wasnít a forgone conclusion. In fact, it was a concept more than 10 years (and multiple rejections) in the making.
Console/PC, Design, Production, Business/Marketing, Exclusive, Video, E3

Don't Miss: The challenges BioWare faced designing Mass Effect 3 16
by Kris Graft [06.15.15]
In this classic 2012 feature, Casey Hudson -- then the creative chief of Mass Effect -- talks to Gamasutra about how BioWare tackled the challenges of designing the end of their sci-fi trilogy.
Console/PC, Design, Production

This Week in Video Game Criticism: From Sunset to salt  
by Kris Ligman [06.15.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from fighting game community slang to a look under the hood of Tale of Tales' Sunset.
Console/PC, Social/Online, Indie, Programming, Design

Designing a 'twist' into your gameplay mechanics  
by Gamasutra Community [06.15.15]
"Essentially what we mean by a gameplay 'twist' is something you can do with a pre-existing mechanic that you'd never thought of until someone puts you in a situation that requires it."
Console/PC, Design

A peek into Sunset's game logic 4
by Gamasutra Community [06.15.15]
Tale of Tales on visual programming tools, with example: "Code looks infinitely boring and is hard to read but PlayMaker's Finite State Machines make programming clear and fun."
Console/PC, Indie, Programming, Design

What game writers can learn from Mad Max: Fury Road 5
by Gamasutra Community [06.15.15]
"Despite Fury Road having nothing to do with games, itís one of the best examples of video game storytelling Iíve seen in a long time."
Console/PC, Design

Cretaceous creativity: Designing dinos for Ark: Survival Evolved  
by Bryant Francis [06.15.15]
How Studio Wildcard developed a dense and diverse ecosystem on a small budget, and how they split the difference between scientific accuracy and Hollywood blockbuster-style action and excitement.
Console/PC, Social/Online, Indie, Design

Thoughts on depth and complexity  
by Gamasutra Community [06.15.15]
"Depth and complexity are core concepts for the successful design of a game. However, both of them have become overloaded in meaning and sometimes feel indistinguishable."
Console/PC, Smartphone/Tablet, Indie, Design

Why a World of Goo dev made a puzzle game about programming humans Exclusive 1
by Alex Wawro [06.12.15]
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.
Console/PC, Design, Exclusive

The secrets of Smash Bros. play-balance, from Masahiro Sakurai 3
by Christian Nutt [06.12.15]
"At the end of the day, Iím aiming for intermediately-skilled players to be able to properly enjoy the game," writes the director of a fighting franchise beloved by the hardcore.
Console/PC, Design

Video: Larian's lessons learned making Divinity: Original Sin 3
by Staff [06.12.15]
Studio founder Swen Vencke speaks to Larian's experience of becoming an independent, self-publishing company after 15 years of working with publishers in this Divinity: Original Sin postmortem.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Opinion: Cultural influence does not preclude diversity 47
by Katherine Cross [06.12.15]
Columnist Katherine Cross examines the fraught topic of "faithfulness" to regional history and mythology in fantasy-themed games.
Design

Don't Miss: Learning to love handicaps in competitive games 27
by Keith Burgun [06.12.15]
Rubberbanding and randomness can level the playing field in competitive games, but they also cause problems. In this 2013 feature, designer Keith Burgun examines handicaps as a design alternative.
Console/PC, Design

Is your game mystery or suspense? 4
by Gamasutra Community [06.12.15]
"Every game is either mystery or suspense. These are not genres, theyíre ways of handling information. Mystery is a search, suspense is a way to execute."
Console/PC, Indie, Design

Perks and pitfalls of part-time game development 8
by Gamasutra Community [06.12.15]
"Whether youíre working a fulltime job with game development as a hobby in the evenings or youíre simply a student like me: the following perks and pitfalls I discovered might be of use to you."
Indie, Design, Production, Business/Marketing

Thoughts on the design of Dark Souls 8
by Gamasutra Community [06.12.15]
"I've wanted to write about Dark Souls for a while - in part because of the strong feelings I have about the game, but mostly because people aren't talking about the things that seem the most prominent to me."
Console/PC, Design

The essence of Splatoon, and what it gets right Exclusive 11
by Christian Nutt [06.12.15]
Gamasutra's Christian Nutt explains what makes Splatoon work -- a peek into the design of a shooter that confounds expectations by breaking genre norms and working all the better for it.
Console/PC, Design, Exclusive