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February 10, 2016
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February 10, 2016
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Updates » Design
Why racing games aren't winning on mobile 1
by Gamasutra Community [01.28.16]
"Need for Speed: No Limits is stuck in its low spot on the top 100 grossing chart, with only occasional bumps to top 50, which are driven by in-game events and sales."
Smartphone/Tablet, Design, Business/Marketing

Tips and advice for VR, from Steam VR game devs 3
by Kris Graft [01.28.16]
We spoke with several game developers at Valve's Steam VR event this week, about lessons and advice for VR game development.
VR, Design, Production

Releasing an indie game on 3 consoles at once and failing financially 25
by Gamasutra Community [01.28.16]
"Sure, the game only generated a fraction of what we spent on it, but weíve learned a lot. Now itís time to get up, dust off our shoulders and get the creative juice flowing again!"
Console/PC, Indie, Design, Production, Business/Marketing

Doom's user-gen mode, SnapMap: It's not mods, but here's what it is  
by Christian Nutt [01.27.16]
This year Doom, the latest game in the storied franchise, will arrive on PC and consoles -- without mods. But id hopes that its SnapMap custom building system will be just as good.
Console/PC, Design, Business/Marketing

Video: From Jem to Castleville -- a 'truly outrageous' narrative postmortem  
by Staff [01.27.16]
As part of GDC 2015's Narrative Summit, Jem and the Holograms creator Christy Marx takes to the stage to share learnings from crafting narrative within mobile games.
Smartphone/Tablet, Design, Video, Vault

Don't Miss: The Witness artist reminds us to keep it simple, stupid 8
by Alex Wawro [01.27.16]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio in this classic 2014 feature.
Console/PC, Indie, Art, Design

Why you shouldn't skimp on your game audio: A producer's perspective 12
by Gamasutra Community [01.27.16]
"Donít half-ass your game audio. Think of the games that influenced you and how they were such epic experiences on account of the great music they had. Donít you want the same for your game?"
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production

Road to the IGF: Superhot Team's Superhot 1
by Bryant Francis [01.27.16]
'The core design of the FPS was largely unchanged since the original Doom. Itís nice to see that players want more innovation in the genre than auto-regenerating health instead of med-kits.'
Indie, Design, Video, IGF

Navigation nodes in 3D level design  
by Gamasutra Community [01.27.16]
"What I call 'nodes,' in the context of level design, is a place where we know what the player is seeing. Identifying and creating nodes in our 3D level design is a great tool which serves many purposes."
Console/PC, Design

Tetsuya Mizuguchi revisits Rez in a Classic Game Postmortem at GDC 2016  
by Staff [01.27.16]
Tetsuya Mizuguchi, responsible for critically-acclaimed games like†Space Channel 5,†Lumines†and†Child of Eden†will be delivering a Classic Game Postmortem of his groundbreaking game†Rez†at GDC 2016!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

One key mobile retention mechanic from Dragonvale 4
by Gamasutra Community [01.27.16]
"Itís not 'work' to come back. Itís not quite but more like a privilege. Players know when they come back there can be something magical waiting, just like at the end of a pull in a slot machine."
Smartphone/Tablet, Design

Blog: Narrative uncertainties: Breaking reality in games  
by Gamasutra Community [01.27.16]
"This concept, namely to question what is and isnít real in a medium, is intrinsic to the essence of video games. Without a doubt, video games have the potential to effectively break the line between reality and illusion."
Console/PC, Indie, Design

How Pony Island teaches players to break a game 1
by Joel Couture [01.27.16]
Many games reward the player for using its systems properly by allowing them to progress. If you learn how to play the game well, you move on through the game's narrative to greater challenges. Pony Island is different.†
Console/PC, Indie, Design, Video

Opinion: Why did Dragon Age II leave some fans so cold? 18
by Katherine Cross [01.26.16]
Is empathy with someone fleeing desperately for their lives with their family really such a terrible thing to cultivate in a medium where standing in someone elseís shoes is the whole point?
Console/PC, Design

Don't Miss: Modeling epiphany in The Witness 33
by Leigh Alexander [01.26.16]
In this classic 2014 feature Leigh Alexander chats with Jonathan Blow about The Witness, and asks him some questions she's always been afraid to hear the answers to.
Console/PC, Indie, Design

Blog: Let's talk about Emily is Away and Cibele 2
by Gamasutra Community [01.26.16]
"Both Emily is Away and Cibele do some clever things with presentation to tell stories about handling relationships through the internet, and I love that. The internet enables very real and sometimes intimate relationships."
Console/PC, Indie, Design

Don't Miss: Jonathan Blow on the making of The Witness 13
by Lexi Pandell [01.26.16]
In this wide-ranging interview, Jonathan Blow discusses his design philosophy on The Witness, as well as the enormous personal investment of time (and money) that he's made in his new game.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

'You've got to make something that you love' - Designing Dangerous Golf 2
by Alex Wawro [01.26.16]
After leaving Criterion in 2014, cofounder Fiona Sperry chats about why she and cofounder Alex Ward's new studio Three Fields Entertainment's debut project is an irreverent, destructive golf game.
Indie, Design, Production

Come to GDC for a postmortem look at the making of Alphabear  
by Staff [01.26.16]
David Edery, CEO of multifaceted development studio Spry Fox, will be delivering an earnest postmortem of the studio's popular mobile puzzle game†Alphabear at GDC 2016 in March.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The minimalist sound design of The Witness Exclusive 2
by Bryan Gardiner [01.26.16]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Console/PC, Indie, Audio, Design, Exclusive, Video