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August 31, 2015
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August 31, 2015
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Updates » Design
Everything I learned about dual-stick shooter controls 6
by Gamasutra Community [08.19.15]
"Dual-stick shooter controls should be a completely solved problem by now, shouldn’t they? I was very surprised to realize that I’d bang my head against walls to get everything up to an acceptable level of quality."
Console/PC, Indie, Design

Game Design Deep Dive: Rocket jumping in Rocket League Exclusive 7
by Dave Hagewood [08.19.15]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

IndieCade expands conference for 2015  
by Christian Nutt [08.18.15]
The popular independent development festival returns for a new year -- with a revamped conference track and a keynote from notable indies Naomi Clark, Nina Freeman, and Robert Yang.
Indie, Programming, Design, Business/Marketing

Video: Narrative lessons from Road Not Taken  
by Christian Nutt [08.18.15]
Spry Fox's Daniel Cook expounds on the narrative design of his "roguelike puzzle game about surviving life’s surprises," Road Not Taken.
Console/PC, Indie, Design, Video

Letting players set their own difficulty 3
by Gamasutra Community [08.18.15]
"Unlike dynamic difficulty, these designs embody the ranges of challenge in missions, scenarios and systems -- and so are visible to the player."
Console/PC, Design

Danish dev Press Play wants players to help develop its next game  
by Chris Kerr [08.18.15]
Microsoft's Press Play is looking to open up its development process to the world with new "transparent development initiative."
Console/PC, Indie, Design, Production, Video

For Oculus, the future of VR game development lies in your hands Exclusive 9
by Alex Wawro [08.18.15]
Oculus aims to stand out from the pack by emphasizing "hand presence" -- touch and finger-tracking in VR -- as core to its game design philosophy. Gamasutra chats with CEO Brendan Iribe to learn why.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Classic Postmortem: Double Fine's Psychonauts GDMag Exclusive  
by Caroline Esmurdoc [08.17.15]
In honor of the classic game's tenth anniversary this week, we present the unedited Game Developer magazine postmortem of Double Fine's mind-bending platformer Psychonauts.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

Don't Miss: Learning to love handicaps in competitive games 29
by Keith Burgun [08.17.15]
Rubberbanding and injected randomness can level the playing field in competitive games -- but they can also cause problems, potentially harming your game design. So why not take a look at handicaps?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Developers, tell us your best Dirty Coding Tricks! 1
by Staff [08.17.15]
The "Dirty Coding Tricks" articles have been among the most popular on Gamasutra, and that's why we're asking you to share your stories -- so we can do a part 3!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Without a narrative, I'm lost in game space 7
by Gamasutra Community [08.17.15]
"Luckily, stories provide context and player motivation. Moreover, human beings crave stories. Stories tell us about ourselves and the human condition."
Console/PC, Design

21 free learning resources for game developers 22
by Gamasutra Community [08.17.15]
"To prepare this list, I dug through numerous websites. I drew from countless hours spent looking for resources in the past to bring you the best, free online resources I could find and be recommended."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

This Week in Video Game Criticism: The poetics of ragdoll physics  
by Kris Ligman [08.17.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from an Ovid's Metamorphoses of ragdoll physics to the recurring themes in the games of The Chinese Room.
Console/PC, Indie, Design

Why I refused widescreen for my game 34
by Gamasutra Community [08.17.15]
"What I learned from this whole ordeal is that weird problems crop up when you least expect them and the problem is not always obvious."
Console/PC, Indie, Design

Rabbits, Fallout, and drag queens: The week in GameDevTweets  
by Staff [08.14.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. This week: A grab-bag of funny to serious, and back.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, VR

'The itch to make and nothing to say' - Creative significance and games 11
by Gamasutra Community [08.14.15]
Paul Kilduff-Taylor recently suggested that developers concentrate on “creatively significant work” -- but what is that? What does it mean? He tackles the topic here.
Console/PC, Indie, Design, Business/Marketing

Video: Your brilliant idea has been done before -- but do it anyway 1
by Staff [08.14.15]
Real talk: Your amazing, innovative, one-of-a-kind game/story/character/song has almost certainly been done before. Probably more than once. At GDC 2014, Nika Harper explains why that shouldn't stop you.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Blog: 'Psychological exploitation' and time-wasters 16
by Gamasutra Community [08.14.15]
"Many game mechanics aren't inherently or especially wastes nor valuable uses of time, but rather tools (power tools of psychological activity, really)."
Console/PC, Smartphone/Tablet, Design

APA links violent games to aggression, asks devs to improve parental controls 11
by Alex Wawro [08.14.15]
The American Psychological Association's Task Force on Violent Media says playing violent video games is a consistent "risk factor" for increased aggressive thoughts/behaviors and decreased empathy.
Console/PC, Design

Process: The way game design reflects life 3
by Gamasutra Community [08.14.15]
"To process something is to break it down into a series of actionable tasks. It’s a simple, powerful idea that can carry you from Earth, to hell, and back again."
Indie, Design