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June 19, 2013





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Updates » Design
Blog: 'Fun pain', or why FarmVille is no Tamagotchi 20
by Gamasutra Community [06.14.13]
Social games are designed to extract money from players rather than meet their emotional needs, writes producer Rosstin Murphy, who contrasts the '90s toy with Zynga's design ethos.
Social/Online, Design

E3 wrap-up podcast, hosted by Harmonix's Matt Boch Exclusive  
by Staff [06.14.13]
We were too tired to host the last of our E3 podcasts. So we made Matt Boch, the creative director of the upcoming Fantasia: Music Evolved, do it for us.
Programming, Art, Audio, Design, Production, Exclusive, Podcast, Video

Meet the PIP: The stress management device for video games Exclusive 1
by Mike Rose [06.14.13]
Valve isn't the only company experimenting with biofeedback in games. The PIP is a stress management device which utilizes a biosensor to reveal how stressed you are through gaming.
Console/PC, Design, Business/Marketing, Exclusive

Blog: The myth of great openings, or the opening of The Last of Us 32
by Gamasutra Community [06.14.13]
Adrian Chmielarz (Bulletstorm) examines the opening of Naughty Dog's latest magnum opus, discussing why a perfectly-executed opening can actually be detrimental to satisfaction.
Console/PC, Design

Using surveys to calibrate your Kickstarter 1
by Gamasutra Community [06.13.13]
You want to know what your backers want, right? Former Pandemic and EA designer Ethan Levy shares the results of a survey he's launched to find out what he should offer in his Kickstarter.
Indie, Design, Business/Marketing

Blog: You're not designing kids' games the right way 13
by Gamasutra Community [06.13.13]
Years of teaching children have taught The Walking Dead designer Harrison Pink a lot about why what we think children need in games is totally wrong.
Console/PC, Social/Online, Smartphone/Tablet, Design

EVE Online's VR spinoff shows the value of side projects Exclusive 6
by Kris Graft [06.12.13]
EVE Online developer CCP Games is working with the Oculus Rift VR kit on a project developed by a handful of tinkerers within the studio.
Social/Online, Design, Production, Business/Marketing, Exclusive, E3

Video: Designing Dead Space's immersive user interface 4
by GDC Vault Staff [06.12.13]
Dead Space's user interface design was meant to remove a wall of safety between the player and the game, says lead UI designer Dino Ignacio.
Console/PC, Programming, Art, Design, Production, Video

Disney Infinity's creators find joy in making playful games Exclusive 7
by Kris Ligman [06.12.13]
Avalanche Software CEO John Blackburn doesn't regret backing off from violent games to do something family focused, like the upcoming Disney Infinity. "We want to make games we can play with our kids."
Console/PC, Design, Business/Marketing, Exclusive, E3

E3 Podcast #2: DRM, Nintendo, and Oculus Rift Exclusive 6
by Staff [06.12.13]
Kris Graft, Patrick Miller, and Christian Nutt from Gamasutra and Game Developer comment on the first day of E3. We encountered Pokemon, DRM, and VR...
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, Video, E3

Vlambeer, Frogmind honored at Apple Design Awards  
by Mike Rose [06.12.13]
Apple featured numerous iOS games as part of its Design Awards earlier this week, including titles from Vlambeer, Frogmind and Atypical Games that it says raise the bar in terms of innovation.
Smartphone/Tablet, Design

Variants: Designing flexibility into your game 18
by Staff [06.12.13]
Achievements stink, designer Keith Burgun has argued. But players want a variety of goals. Here he outlines his alternative: variants -- and explains how to protect your design while offering choice.
Console/PC, Indie, Design

E3 Podcast #1: Sony, Microsoft and the ESA Exclusive 10
by Staff [06.11.13]
The Gamasutra crew found some basic recording equipment, and we decided, "Hey, let's give this a whirl." Here's our first podcast from E3 this week, direct from downtown L.A.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, Podcast, Video, E3

GDC Europe adds Tomb Raider, Schneider-Johne, Sproing talks  
by GDC Staff [06.11.13]
GDC Europe 2013 has added a talk from German biz veteran Boris Schneider-Johne (Monkey Island translator, Power Play editor), as well as on Tomb Raider's camera and on C++ compile times.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Video: Three talks exploring creativity in game design  
by GDC Vault Staff [06.11.13]
The Stanley Parable's Davey Wreden, Spelunky XBLA's Andy Hull, and Loot Drop designer James Lantz offer unique lessons to expand creative game design.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Video

Using an AI to design 'elegant' puzzles 2
by Gamasutra Community [06.11.13]
Can an algorithm design puzzles in ways a human designer wouldn't? Michael Cook takes a look at work done on creating a system for creating "elegant" puzzles by examining solutions.
Console/PC, Indie, Programming, Design

Creating engaging casual games 3
by Gamasutra Community [06.11.13]
Driveclub developer Beki Sutcliffe offers a list of what you must keep in mind when developing casual games -- including that story matters and (of course) the team should care, too.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

PlayStation 4 hardware unveiled, priced at $399 58
by Kris Ligman [06.10.13]
Just moments ago, Sony unveiled the official model for its PlayStation 4. It bears a not unsurprising resemblance to its direct rival, the Xbox One, but smaller and, dare we say, cuter.
Console/PC, Design, Business/Marketing, E3

Cracking the touchscreen 11
by Gamasutra Community [06.10.13]
Hardcore gamers agree: the touchscreen can't do what a controller can. Isn't it time to just get past that and just start unlocking the potential of touch?
Smartphone/Tablet, Indie, Design

The story behind 'draw your game' tool Pixel Press  
by Gamasutra Community [06.10.13]
The "draw your own game levels" tool for tablets just got funded on Kickstarter. In this blog post, creator Robin Rath outlines how he journeyed from the germ of an idea to a tool people want.
Smartphone/Tablet, Indie, Design