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October 21, 2014
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October 21, 2014
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Updates » Design
The charming heart of darkness: Former Spec Ops team's Curious Expedition 3
by Leigh Alexander [10.17.14]
Former Spec Ops: The Line developers are building a charming roguelike hybrid about the great explorers of the 19th century -- and building an indie game is a new adventure for this former AAA team, too.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design

Get a job: Telltale Games seeks a Senior Character Modeler  
by Staff [10.16.14]
The house that built The Walking Dead is hiring a senior character modeler to with significant experience to work alongside the team in Telltale's San Rafael studio.
Console/PC, Smartphone/Tablet, Design, Recruitment

Don't Miss: Why ethical free-to-play game design matters Exclusive 106
by Greg Costikyan [10.16.14]
"Consider: Would you rather work for a company that has loyal fans eager to play your game, or a company that assumes games are disposable trash, and players, marks to be fleeced?"
Social/Online, Smartphone/Tablet, Design, Exclusive

Making better designers 7
by Gamasutra Community [10.16.14]
"How fast you can iterate, and how much trust you have with your team to try new ideas, will dictate almost everything about how good a game designer you become."
Console/PC, Design, Recruitment

Unity and Google address dev concerns in GDC Next sponsored talks 1
by Staff [10.16.14]
With weeks to go until GDC Next 2014 featuring ADC takes place in L.A., here are a few of the most useful sponsored sessions from major companies that developers should check out.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

Luck-based monetization in free-to-play mobile games 3
by Gamasutra Community [10.16.14]
"The first two things you want to think about are: What kind of rewards should be available? And what are the chances to get these?"
Social/Online, Smartphone/Tablet, Design

Alien: Isolation and the evolution of horror simulators 37
by Gamasutra Community [10.16.14]
Amnesia's Thomas Grip tackles the latest Alien game: "I think that horror simulation is the sort of design we want to strive for when making horror games."
Console/PC, Design

Don't Miss: Design wisdom from the man behind Super Mario 3D Land Exclusive 9
by Christian Nutt [10.15.14]
Super Mario 3D Land director Koichi Hayashida reveals how he abandoned much of the series' post-1996 legacy by developing the game as though it were the first 3D Mario title ever made.
Console/PC, Design, Production, Exclusive

BAFTA has a new career-boosting program for UK game developers  
by Alex Wawro [10.15.14]
The British Academy of Film and Television Arts is launching a training program that offers UK-based game developers an opportunity to study and discuss game design with their peers and a selection of industry luminaries.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Churn prediction and prevention in high value players 5
by Gamasutra Community [10.15.14]
A review of work done by social games company Wooga to retain players -- either in the game they're already playing, or moving them over to other titles.
Social/Online, Smartphone/Tablet, Design, Business/Marketing

This Week in Video Game Criticism: From Sleeping Dogs to Diaspora  
by Zolani Stewart [10.15.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zolani Stewart on topics ranging from the instrumentality of NPCS to reading Sleeping Dogs as an Asian American.
Console/PC, Indie, Design

Developers of Destiny, AC Unity share lessons learned at GDC 2015  
by Staff [10.15.14]
From the core engine architecture of Destiny to Ubisoft's cinematic storytelling approach to Assassin's Creed Unity, these GDC 2015 sessions will shed light on what it takes to successfully pull off a large-scale studio production.
Console/PC, Design, GDC

Talking Devs Podcast #3: Shadow of Mordor with Mike Bithell and Dan Marshall Exclusive 2
by Mike Rose [10.15.14]
Gamasutra's Mike Rose grabs two British developers -- Thomas Was Alone and Volume creator Mike Bithell, plus Gun Monkeys and Privates dev Dan Marshall -- to talk about Middle-Earth: Shadow of Mordor.
Console/PC, Design, Exclusive

Game Design Deep Dive: The weapon-crafting system of Mercenary Kings Exclusive 10
by Jonathan Lavigne [10.15.14]
I'm going to explain a challenge we had when developing the weapon customization system, and how we solved it. This question was this: "How do we define and balance all stats for 300 gun parts?"
Console/PC, Indie, Design, Exclusive, Deep Dive

Don't Miss: Gamasutra's Talking Devs podcast on Smash Bros. 3DS 4
by Christian Nutt [10.14.14]
In this episode of Talking Devs, Gamasutra's Christian Nutt talks to PlayStation All-Stars lead designer Seth Killian and Skullgirls animator Jonathan Kim about Super Smash Bros. for the Nintendo 3DS.
Console/PC, Design

Blog: Designing for Gear VR 1
by Gamasutra Community [10.14.14]
Gear VR developer Elad Drory shares insights gained from working on Romans 360, a mobile action game for the new Samsung/Oculus headset.
Smartphone/Tablet, Design, VR

One way to spice up a point-and-clicker? Lots of minigames Exclusive 3
by Mike Rose [10.14.14]
A Golden Wake appears to be another classics-inspired point-and-click adventure game. But for developer Francisco Gonzalez, A Golden Wake is his attempt to breathe some new life into the genre.
Console/PC, Indie, Design, Exclusive

Using trophies to check if your monetization is working: A look at Destiny 10
by Gamasutra Community [10.14.14]
"From an outsiders view Bungie/ActiVision's financial fundament seems solid enough; at the moment there is IMO no reason to change any of the things that will keep this boat afloat."
Console/PC, Design, Business/Marketing

Get a job: Sucker Punch is hiring a Lead Mission Designer  
by Staff [10.13.14]
The folks responsible for InFamous: Second Son are hiring an experienced mission designer to take on a lead role alongside the rest of the Sucker Punch team in the studio's Bellevue, WA office.
Console/PC, Design, Recruitment

Don't Miss: Finding fourteen different kinds of 'fun' Exclusive 4
by Pierre-Alexandre Garneau [10.13.14]
We talk a lot about 'finding the fun' - but what does that mean, exactly? Why are some things fun while others aren't, and how can game developers use this understanding to perfect their craft?
Console/PC, Design, Exclusive