Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 28, 2014
arrowPress Releases
November 28, 2014
PR Newswire
View All






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


Updates » Design
5 mistakes not to make when you get started with analytics 5
by Gamasutra Community [11.21.14]
"Creating a proper analytics setup is far from easy. Things will be in the wrong spot or simply broken. Tell your teammates what you found challenging or hard to decipher and what to fix in the future."
Smartphone/Tablet, Indie, Programming, Design, Business/Marketing

What survival game design means to the studio behind The Long Dark Exclusive 2
by Raphael van Lierop [11.21.14]
Raphael van Lierop, founder and director at Hinterland Games, discusses what survival game design means to his studio when designing The Long Dark.
Console/PC, Indie, Design, Exclusive

Get a job: Cloud Imperium Games is hiring a Technical Designer  
by Staff [11.20.14]
One of the studios working on the massively crowdfunded Star Citizen is hiring a technical designer to work alongside the team creating gameplay systems in its Santa Monica office.
Console/PC, Design, Recruitment

Don't Miss: The Binding of Isaac postmortem 26
by Edmund McMillen [11.20.14]
How did a game destined for failure become a cult smash? In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Mobile game maps: Which format is right for you? 1
by Gamasutra Community [11.20.14]
It's the most prevalent way to show progression in mobile puzzle games -- but what considerations go into selecting which kind of map design works best for your game?
Smartphone/Tablet, Art, Design

On prototyping and coding your own ideas 15
by Gamasutra Community [11.20.14]
Why "words fall inherently short" -- "If you are a game designer, but unable to code, know this: the best way to validate and communicate your own ideas to others is to make your own prototypes."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Video: The trial by fire of making Little Inferno  
by Staff [11.19.14]
Speaking at GDC 2014, Tomorrow Corporation cofounder Kyle Gray expounded on lessons learned in the making Little Inferno, ' a satirical fireplace simulator with a deep, dark secret.'
Indie, Design, Video, Vault

Don't Miss: Sonic co-creator Hirokazu Yasuhara on good game design 20
by Brandon Sheffield [11.19.14]
Yasuhara has a great design philosophy which he espouses in this classic interview, complete with his original notes and illustrations, alongside a history lesson on the Sonic series.
Console/PC, Design

The VR frontier: What's the future of virtual reality games? 1
by Gamasutra Community [11.19.14]
"Which kind of platform is VR? Is it 'the same thing but better,' or something qualitatively different than traditional video games?"
Console/PC, Indie, Design, VR

Dissecting progress 7
by Gamasutra Community [11.19.14]
"Whatever forms of progress you may find in or design for any particular game, be wary: Do they pursue conflicting goals? Or can they co-exist peacefully? Maybe they can even support each other."
Console/PC, Design

Randomness, serendipity, and gamification 3
by Gamasutra Community [11.19.14]
"When planning your user journey, think of ways to take people out of the predictable linear from time to time. Give Free Spirit Explorers something to look forward to!"
Smartphone/Tablet, Design

Monster Strike: Why Street Fighter II's producer will 'never' return to consoles 11
by Christian Nutt [11.19.14]
For decades, Yoshiki Okamoto was one of Capcom's most renowned developers -- but after a mobile hit, he tells Gamasutra that console games are "just not something I want to deal with anymore."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Get a job: Design vehicles for Just Cause developer Avalanche  
by Staff [11.18.14]
Avalanche Studios, the NY-based company currently working on Just Cause 3, is looking to hire a vehicle designer to lay out and tune vehicles in an open-world game for PC and consoles.
Console/PC, Design, Recruitment

Don't Miss: Level design tips from John Romero and other experts 1
by Marc Saltzman [11.18.14]
In this classic Game Developer feature, the world's top level designers (including developers of Doom, Quake and more) offer advice on what makes or breaks level architecture in 3D game design.
Console/PC, Design

Blog: Here's an idea - Give players stupid choices 16
by Gamasutra Community [11.18.14]
"It'd be interesting to see games with 'stupid choices' where outcomes are not clear at all. I see no reason why we need to lay out everything in front of players."
Console/PC, Indie, Design

Mutatio ex fabula: Creating interactive plot twists 3
by Gamasutra Community [11.18.14]
"Mutatio ex fabula refers to 'changes from the story.' Itís the process of adapting storytelling elements to interactive media -- plot twists as a narrative formula in a video game narrative dynamic."
Console/PC, Design

Q&A: When toy cars are infused with traditional game design Exclusive 2
by Mike Rose [11.18.14]
Earlier this year, robotics company Anki hired Joby Otero, a 23 year video game industry veteran, to help spearhead its Anki Drive project. I spoke with Otero about the design behind Anki Drive, and where he plans to take it now that he's onboard.
Console/PC, Design, Business/Marketing, Exclusive

This Week in Video Game Criticism: From Bayonetta to Beyonce and from Shakespeare to Twine Games  
by Kris Ligman [11.17.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging intersections of Shakespeare and gameplay to the pop musicality of Bayonetta 2.
Console/PC, Indie, Design

'You can't get caught up in making games for yourself' 20
by Christian Nutt [11.17.14]
Enix America existed in the NES and SNES eras before shutting down. Producer Robert Jerauld talks lessons and history in a new interview -- and spills the beans on a Dragon Quest localization that wasn't.
Console/PC, Design, Business/Marketing, History

Video: Solving the time travel paradox for Super Time Force  
by Staff [11.17.14]
This GDC 2014 talk offers us a first-hand look into how Capy Games' Super Time Force uses concepts from quantum mechanics to tackle the video game time paradox problem.
Console/PC, Indie, Design, Video, Vault