Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 7, 2015
arrowPress Releases
July 7, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Design
Q&A: Crafting The Old Blood as a Wolfenstein palate cleanser  
by Alex Wawro [05.20.15]
In conversation with Gamasutra, Machine Games' Tommy Björk hed some light on how the studio weaves compelling narratives into the design of an FPS and why Wolfenstein: The Old Blood became a prequel.
Console/PC, Design

Don't Miss: 'Roguelikes' - Getting to the heart of the it-genre 24
by Christian Nutt [05.20.15]
Over the last few years, the roguelike has become the it-genre in games. In this classic 2014 feature, Gamasutra spoke to developers at Klei, Spry Fox and more to get to the heart of its appeal.
Console/PC, Smartphone/Tablet, Indie, Art, Design

PSA: European Innovative Games Showcase submissions close this Friday  
by Staff [05.20.15]
GDC Europe 2015 officials are still seeking submissions to the 2nd annual European Innovative Games Showcase at the Cologne, Germany show this August. You still have time!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC, GDC Europe

Creating the 'right' kind of player in the weird FPS Sub Rosa  
by Phill Cameron [05.20.15]
We talk to Cryptic Sea's Alex Austin, about developing Sub Rosa to encourage players not to shoot each other, even though they have automatic weapons and cool suits.
Console/PC, Indie, Programming, Design, Video

Blog: Are missable collectibles okay, from a design standpoint? 12
by Gamasutra Community [05.20.15]
"I don't like miss-able collectibles either as a player or a designer. They aren't a thing that ruin games for me, but if they are included it will bother me."
Console/PC, Indie, Design

Video: John Carmack shares his vision for the future of mobile VR  
by Staff [05.19.15]
Speaking at GDC 2015, Oculus CTO John Carmack offers 90 minutes of actionable VR development advice, technical details, techniques and strategies you can use to amp up the quality of your VR games.
Smartphone/Tablet, Programming, Design, Production, Video, Vault

Don't Miss: Secret of Mana's enduring influence on game design 23
by Christian Nutt, Douglas Wilson [05.19.15]
What makes Secret of Mana for Super Nintendo so timeless? Back in 2013, Die Gute Fabrik's Douglas Wilson and Gamasutra's Christian Nutt discussed the topic on the week of the game's 20th anniversary.
Console/PC, Art, Audio, Design

The Room dev challenges the taboo of open world VR 1
by Alex Wawro [05.19.15]
Fireproof co-founder Barry Meade discusses how a studio best known for making mobile puzzle games that take place in a single room came to create a high-flying "spy with a sweet jetpack" VR game.
Smartphone/Tablet, Design, Video

Opinion: Breaking down the success of The Witcher 3's open world 2
by Phill Cameron [05.19.15]
An analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design

The usability of Bloodborne 14
by Gamasutra Community [05.19.15]
The great thing about games is that they can be challenging. They can get in your way. They can make you think, get lost, become frustrated, and feel whole range of emotions - positive or negative.
Design

Systems, game systems, and systemic games 16
by Gamasutra Community [05.19.15]
Game systems are an important subset of systems overall, and systemic games give us a view of a flourishing part of game design.
Design

Get a job: Boss Key seeks a Multiplayer Game Designer  
by Staff [05.18.15]
Cliff Bleszinski and Arjan Brussee's new studio is looking for a multiplayer game designer to work on its upcoming sci-fi shooter alongside the team at Boss Key's Raleigh, NC offices.
Console/PC, Design, Recruitment

Video: How biking across America changes the way you make games 3
by Staff [05.18.15]
At GDC 2015, indie dev Greg Lobanov (Coin Crypt) spoke about his bike ride across America and how it inspired him to think differently about life -- and the video games he will spend his life making.
Indie, Design, Video, Vault

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

This Week in Video Game Criticism: From the challenges of narrative to the demise of P.T.  
by Johnny Kilhefner [05.18.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from Konami's decision to pull P.T. to the challenges faced by game narrative.
Console/PC, Indie, Design

Blog: The crack where the light gets in 8
by Gamasutra Community [05.18.15]
Realism is attractive but can get banal very quickly. It is where art deviates from reality that we can be moved by it.
Indie, Design

Get a job: Demiurge Studios seeks an experienced Game Designer  
by Staff [05.15.15]
Cambridge-based F2P studio Demiurge is now owned by SEGA Networks, and the team looking for someone with a few years of experience to serve as a Senior Game Designer on a new mobile/PC F2P title.
Smartphone/Tablet, Design, Recruitment

Video: Procedurally generating space-dungeons for Galak-Z 1
by Staff [05.15.15]
At GDC 2015 engineer Zach Aikman offered a breakdown of Galak-Z's dungeon generator, including its unorthodox math, and his thoughts on balancing hand-crafted and procedural content.
Indie, Design, Video, Vault

The cunning ruse: Deception in game design Exclusive 5
by Phill Cameron [05.15.15]
We talk to SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design, Exclusive

Video: Not My Story - Mistakes made in Kachina's development  
by Staff [05.14.15]
As part of the Failure Workshop at GDC 2015's Indie Games Summit, Donut County designer Ben Esposito talks about the mistakes he made while developing a game that "used Hopi folklore" as its theme.
Indie, Design, Video, Vault