Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
March 5, 2015
PR Newswire
View All






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


Updates » Design
5 game design lessons learned playing Grim Fandango Remastered  
by Gamasutra Community [03.03.15]
"We all have favorite games and within those games, moments that make them special. Thanks to the release of Grim Fandango Remastered, Iím able to relive that journey."
Console/PC, Indie, Design

'But it's not historically accurate!' - Diversity in historical games 45
by Gamasutra Community [03.03.15]
"If the perception that a straight, white male cast is 'historically accurate' can be dismantled with a little research, where does that common perception come from?"
Console/PC, Indie, Art, Design

Exploring what it takes to make a funny game Exclusive 3
by Alex Wawro [03.02.15]
Why is comedy in games so rare -- and so hard to get right? Developer Zoe Quinn took the stage at GDC today to explore the topic and offer fellow developers a few potential ways to make funny games.
Console/PC, Indie, Design, Exclusive, GDC

How Divinity: Original Sin resurrected a fallen series Exclusive  
by Simon Parkin [03.02.15]
At GDC 2015, Swen Vincke, creative director of the critically acclaimed co-op role-playing game Divinity: Original Sin, described how the game brought Larian Studios back from the brink of disaster.
Console/PC, Design, Production, Exclusive, GDC

Narrative and design insights from 80 Days' writing lead  
by Christian Nutt [03.02.15]
At GDC 2015, Meg Jayanth, lead writer of acclaimed mobile adventure game 80 Days, shared insights into how the team at Inkle created a deeply narrative, highly nonlinear and satisfying story.
Smartphone/Tablet, Indie, Design, GDC

This Week in Video Game Criticism: From the Semiotics of PlayStation to the Pitfalls of Jiggle Physics  
by Riley MacLeod [03.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Riley MacLeod on topics ranging from a look back at the first PlayStation controller to the pitfalls of jiggle physics.
Console/PC, Indie, Design

Online community and culture wars: What do we know? Exclusive 4
by Leigh Alexander [03.02.15]
What can we learn from the significant community challenges the gaming community faces? Online gaming veterans Raph Koster, Gordon Walton and Rich Vogel share fascinating sociological lessons.
Console/PC, Social/Online, Serious, Programming, Design, Business/Marketing, Exclusive, GDC

Reactive game dev: How Serious Sam 4 became The Talos Principle Exclusive  
by Alex Wawro [03.02.15]
Croteam kicks off the GDC 2015 Independent Games Summit with a talk on how the Serious Sam studio taught itself a new way to make games as it embarked on its first puzzle game: The Talos Principle.
Console/PC, Indie, Programming, Design, Production, Exclusive, GDC

@ Play: The return of Toejam & Earl 2
by Gamasutra Community [03.02.15]
The return of roguelike column @Play! "Toejam & Earl is a game that is dear to my heart. Although it is a slow-playing Sega Genesis game, it has excellent design and gameplay."
Console/PC, Design

The lay of the land: A critical look at Dark Souls II's DLC 8
by Gamasutra Community [03.02.15]
"Dark Souls II, as a world, is a kind of tracing of the prequel: generalities are carried over while arrangements and subtleties have been lost."
Console/PC, Design

Match game mechanics: An exhaustive survey 11
by Gamasutra Community [03.02.15]
An exhaustive look at 2D matching puzzles: "We played and analyzed many match games to deconstruct their mechanics. In this article we share our findings."
Console/PC, Smartphone/Tablet, Indie, Design

The art of abstract game design  
by Gamasutra Community [03.02.15]
"As soon as you decide to make a game abstract, you immediately raise the learning curve of your game. This can be mitigated by clever thematic choices and use of visual metaphors."
Console/PC, Design

Double Fine's 'heartfelt and personal' Hack 'n' Slash: A postmortem 5
by Brandon Dillon [03.02.15]
Project lead Brandon Dillon walks us through what went right and wrong during development of Double Fine's Hack 'n' Slash, an open-world exploration game about hacking and reverse engineering.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: What is the purpose of game development? 15
by Gamasutra Community [02.27.15]
"'What is the purpose of game development?' I will take a leap beyond game development and quote Alejandro Jodorowsky: 'What is the goal of life? It's to create yourself a soul.'"
Console/PC, Smartphone/Tablet, Indie, Design

Renegade kid's Jools Watsham (Xeodrifter) on the Metroidvania  
by Christian Nutt [02.27.15]
What's the appeal of the genre? Read here the expanded full-length interview with Renegade Kid's Jools Watsham -- find out everything he had to say about why the Metroidvania matters.
Console/PC, Indie, Design

Get a job: Nix Hydra is hiring Game Designers  
by Staff [02.27.15]
The team that built Egg Baby is looking to hire on novice and experienced designers to work on developing games in Nix Hydra's Los Angeles, CA studio.
Smartphone/Tablet, Design, Recruitment

GDC 2015 coverage begins!  
by Staff [02.27.15]
Click this link to be magically transported to the central location for Gamasutra's GDC coverage -- which is already full of good stuff, and which will be live from the show in San Francisco starting Monday.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video: Molyneux reflects on indie dev and the rebirth of design  
by Staff [02.27.15]
At GDC 2014, 22cans founder and industry veteran Peter Molyneux talks through what he learned as a developer who "grew up indie" and worked in AAA before going indie again with 22cans.
Console/PC, Indie, Design, Video, Vault

5 essential playability-focused activities every game should budget for  
by Gamasutra Community [02.27.15]
"Here are five practical tasks that every studio -- large or small -- should be including in their game development cycle in order to improve their player experience right from the start of the project."
Console/PC, Smartphone/Tablet, Indie, Design, Production

Mobile struggles and lessons: An Atoms iOS postmortem 5
by Gamasutra Community [02.27.15]
"I never expected to get rich, but bringing in a few hundred or a thousand pounds didn't seem unrealistic. Maybe, if I'd charged £1.99 up front, or had the right marketing...? Maybe I'm just a naive fool though."
Smartphone/Tablet, Design, Production, Business/Marketing