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May 25, 2015
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May 25, 2015
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Updates » Design
Video blog: Gameplay depth versus variety 5
by Gamasutra Community [04.01.15]
"Gameplay depth comes not from the NUMBER of decisions, but from the quality of the choices and their importance to the outcome of the game."
Console/PC, Smartphone/Tablet, Indie, Design

Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble 2
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production, Deep Dive

From Demon's Souls to Bloodborne: Hidetaka Miyazaki's creative journey 2
by Christian Nutt [03.31.15]
The foundation of new PlayStation 4 hit Bloodborne lies in Demon's Souls, and in a new profile of its lead developer, he charts his career and creative path.
Console/PC, Design

10 secrets to extend your game's life 4
by Gamasutra Community [03.31.15]
"Many of these methods revolve around ways to get players to replay content or leveling systems in a new way, often incorporating some algorithmic changes or content changes."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Video: Stanford seminars examine the societal impact of games  
by Alex Wawro [03.31.15]
Stanford is publicly sharing videos from its Interactive Media & Games Summit, an ongoing series of open lectures on how games intersect with art, healthcare, education and other aspects of society.
Console/PC, Indie, Serious, Design, Business/Marketing, Video

Don't Miss: Axiom Verge creator discusses Metroidvania design Exclusive 1
by Christian Nutt [03.31.15]
Axiom Verge developer Tom Happ digs into how and why he went about designing his game as a love letter to the genre pioneered by Super Metroid, and what room remains for other designers to explore.
Indie, Design, Exclusive

Remaking Gabriel Knight: A 20th-anniversary postmortem  
by Katie Hallahan [03.31.15]
This in-depth postmortem tackles the new remake of Gabriel Knight: "we wanted to make sure we did it right -- that this game got the love, attention and hard work it richly deserved."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

New Twine game simulates life as a AAA game writer 4
by Alex Wawro [03.30.15]
Developer Matthew S. Burns has written a Twine game about writing for big-budget games that sheds light on what it might feel like to be in the narrative hotseat during a AAA game design meeting.
Console/PC, Indie, Design

Call for Blogs: MOBAs, from design to business, and onward 5
by Christian Nutt [03.30.15]
The MOBA genre has blossomed into forms both PC and mobile, and influenced the design of other genres -- and their business models. We want to know how and why.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Remembering LucasArts' groundbreaking Maniac Mansion 6
by Frank Cifaldi [03.30.15]
Ron Gilbert shares an "odd collection of memories" about the making of 1987's Maniac Mansion, the influential point-and-click adventure that began what many consider a golden era at Lucasfilm Games.
Console/PC, Design, Production

Don't Miss: The undying allure of the Metroidvania Exclusive 18
by Christian Nutt [03.30.15]
From Axiom Verge creator Tom Happ to Symphony of the Night's Koji Igarashi, Gamasutra's Christian Nutt speaks to a swath of developers about the timeless appeal of the "Metroidvania" genre.
Console/PC, Indie, Design, Exclusive

Games, stories, and words: Can we bridge the divide in our debate? 7
by Gamasutra Community [03.30.15]
"Everyone seems to have an opinion with regards to the complicated relationship between stories and games. People fight about it often, and they’ve been fighting about it for a long time."
Console/PC, Indie, Design

Blog: Strategy game UI dos and don'ts 5
by Gamasutra Community [03.30.15]
"Thinking more about it and what makes a good UI, I return back to Rise of Nations, and how it really was and still is ahead of its time, with one of the best UIs I've seen."
Console/PC, Design

The History of Captain Forever Exclusive 10
by Farbs [03.30.15]
Veteran indie games developer Farbs details the checkered history of his Captain Forever series of games.
Console/PC, Indie, Programming, Design, Production, Exclusive

One Life Left vs. Gamasutra GDC Podcast #4: Who in the world is 'Richard Lemarchand'?  
by Staff [03.27.15]
Relive GDC 2015 through the magic of podcasting! Special guests include IGDA's Kate Edwards, Harmonix creative director Matt Boch, and an impromptu appearance by a man named Richard Lemarchand.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault

Get a job: Sucker Punch seeks a Narrative Writer  
by Staff [03.27.15]
InFamous developer Sucker Punch is seeking a narrative writer for "story development, game dialogue, and general narrative contribution" to the company's new project.
Console/PC, Design, Recruitment

Don't Miss: Boss battle design and structure 27
by Mike Stout [03.27.15]
Designer Mike Stout breaks down the boss battle into eight different beats, and runs two notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis.
Console/PC, Indie, Design

Free-to-play: What about player skill? 9
by Gamasutra Community [03.27.15]
"Those 'near misses' keep the player feeling like they can beat the level, they just need to play a few more times or convert. With higher player skill, this becomes much more difficult to achieve."
Smartphone/Tablet, Design

Game Design Deep Dive: Traffic systems in Cities: Skylines Exclusive 7
by Antti Lehto, Damien Morello, Karoliina Korppoo [03.27.15]
Colossal Order launched Cities: Skylines earlier this year to remarkable acclaim. Here, the developers explain how they went about designing and coding the city builder's robust traffic systems.
Console/PC, Design, Exclusive, Deep Dive