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December 1, 2015
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Updates » Design
Top designers share their personal techniques at GDC 2016  
by Staff [11.25.15]
As GDC 2016 approaches, organizers announce two new talks on game design and the importance of graphic design from veteran devs at studios like Ubisoft, Monolith, Insomniac and more.
Console/PC, Art, Design, GDC

Classic Postmortem: Myth: The Fallen Lords GDMag Exclusive  
by Jason Regier [11.25.15]
Bungie's Myth: The Fallen Lords was published 18 years ago today. Check out this in-depth postmortem of the real-time tactics title from Game Developer magazine.
Programming, Art, Design, Production, History, GD Mag Exclusive

Keeping mobile players engaged with holiday content  
by Gamasutra Community [11.25.15]
ďOur in-game holiday events donít necessarily lift our install conversion rate, but we know that users brought in during the events are highly engaged.Ē
Smartphone/Tablet, Design, Business/Marketing

Devs weigh in on key innovations in Fallout 4's crafting system 7
by Bryant Francis [11.25.15]
'The game bends over backwards to share authorship. There is no grid. It prescribes no sense of right or wrong. The game trusts me to make horrific and wonderful things.'
Console/PC, Indie, Design

Testing your game? Test EVERYTHING else too!  
by Gamasutra Community [11.25.15]
"I already asked my testers for feedback, why not turn that into a dialogue? Heck, why not extend it further to other areas? Marketing and business development folks have been doing market testing for decade, after all."
Indie, Design, Production

League of Legends' new loot system isn't open to 'toxic' players 2
by Christian Nutt [11.24.15]
Riot's lead designer of social systems, Jeffrey Lin, details the company's "new carrot for playing with friends and for being a positive player in the game."
Console/PC, Design, Business/Marketing

Don't miss: The genre blender - Experiments in multigenre multiplayer 10
by Stephen Dewhurst [11.24.15]
A team at Carnegie Mellon's Entertainment Technology Center launched a project to determine how to get multiple game genres -- racing, first person shooter, and puzzle -- to blend into one socially competitive experience.
Console/PC, Design

Video: League of Legends - Building an eSport 1
by Staff [11.24.15]
How do you design a game to be competitively rigorous, strategically diverse, skill-based, entertaining to play, and exciting to watch? Riot's Ryan Scott and Frank Lantz discuss nurturing League of Legends into an eSport.
Console/PC, Design, Business/Marketing, Video

Get inside the minds of Tom Clancy's The Division NPCs at GDC 2016  
by Staff [11.24.15]
GDC officials highlight a fresh pair of great GDC 2016 talks from the designers of Tom Clancy's The Division and a potent advocate for accessibility in game design.
Console/PC, Smartphone/Tablet, Programming, Design, GDC

Procedurally generating a narrative in Forest of Sleep 2
by Phill Cameron [11.24.15]
Ed Key and Nicolai Troshinsky of Twisted Tree Games are attempting to expand procedural generation into storytelling with their game Forest of Sleep.
Console/PC, Indie, Design, Production

This Week in Video Game Blogging: Games without Players  
by Christian Nutt [11.23.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Riley Macleod on topics ranging from choice developers interviews to envisioning games without players.
Console/PC, Indie, Design

Massive, 4,000-page Infocom design and biz archive posted online 2
by Christian Nutt [11.23.15]
The Internet Archive now offers 4,000 pages of archives from the storied 1980s game developer of classics like The Hitchhiker's Guide to the Galaxy.
Console/PC, Design, Production, Business/Marketing

Forget all the comparisons to cinema--games are more like operas 2
by Katherine Cross [11.23.15]
'Every time I see an opera I cannot help but think of video games, for they too necessarily combine many art forms'
Art, Design

Classic Postmortem: Star Wars Starfighter GDMag Exclusive  
by Chris Corry [11.23.15]
LucasArts' action-heavy space sim was released fourteen years ago. Here's an in-depth postmortem by the developers of the game that first appeared in Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

An easy trick for making loot drops more engaging 9
by Gamasutra Community [11.23.15]
"Random was too random. It was time to introduce some logic to the loot table. Of course, if every drop is Health exactly when you need it, the game becomes predictable. Thatís not fun either."
Console/PC, Smartphone/Tablet, Indie, Design

7 great minigames that game developers should study 14
by Bryant Francis [11.23.15]
An engaging minigame can deepen a players engagement in the overarching game. We look at 7 instructive examples that game developers should examine closely.
Console/PC, Indie, Design

Amy Hennig and Jade Raymond on narrative and game design  
by Christian Nutt [11.20.15]
"The games Iíve enjoyed most, I feel like itís a collaboration between the director and me. ... It doesnít mean we shouldnít author something. It means we should engage the player and collaborate with the player."
Console/PC, Design

The secret of the Dark Souls dev: 'keeping game creation fresh' 1
by Christian Nutt [11.20.15]
There may be no more Dark Souls games after the third, and that's because series lead Hidetaka Miyazaki needs to create new things.
Console/PC, Design, Business/Marketing

How Japanese fighting game devs balance accessibility against complexity  
by Alex Wawro [11.20.15]
Fighting game designers from Arc System Works, Atlus and French-Bread engage in a roundtable over on 4Gamer about things like character height or attack speed when balancing their games.
Console/PC, Design

Don't Miss: 20 RPGs every game designer should scrutinize 30
by John Harris [11.20.15]
This timeless 2009 feature collects ten seminal JRPGs and another ten important Western RPGs and breaks down why they're important, what they do well, and what you can learn from their designs.
Console/PC, Indie, Design