Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 26, 2015
arrowPress Releases
May 26, 2015
PR Newswire
View All

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

Updates » Design
Video: Igarashi plays and talks about his Symphony of the Night  
by Alex Wawro [05.08.15]
Koji "IGA" Igarashi crops up in a special episode of Double Fine's "Devs Play" video series to play and chat about the game he's best known for - Castlevania: Symphony of the Night.
Console/PC, Design, Video

A remedy for turtling 30
by Gamasutra Community [05.08.15]
How turtling causes "undesirable qualities for a game," and why most developer tactics to minimize it face a challenge: "that they're applying top-down solutions to a fundamental problem."
Console/PC, Smartphone/Tablet, Indie, Design

Watch your favorite GDC talks now on the new GDC YouTube channel  
by Staff [05.08.15]
Game Developers Conference officials are very excited to announce the launch of an official GDC YouTube channel where you can watch clips of game industry experts sharing knowledge with their peers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

A survey of word game mechanics 7
by Gamasutra Community [05.08.15]
A list of word game mechanics that are suitable to be used for the creation of video games -- from Scrabble to hangman and beyond.
Smartphone/Tablet, Design

Play it loud: What to expect from the return of Rock Band and Guitar Hero 2
by Bryant Francis [05.08.15]
What to expect as Activision and Harmonix get ready to put their respective bands back together -- in a very different age for both music and games than the last go-round.
Console/PC, Design, Production, Business/Marketing

Will Wright sees life as a game, in the smartphone age 1
by Christian Nutt [05.07.15]
"Most of my games are reality simulations. We are at the point now that we have enough data to turn your life into a gaming platform."
Smartphone/Tablet, Design, Business/Marketing

Don't Miss: How did Maxis put the 'sim' in SimCity? 32
by Christian Nutt [05.07.15]
In 2012, then-SimCity creative director Ocean Quigley revealed how Maxis designed systems that offer satisfying decisions for players and also accurately reflect aspects of the real world.
Console/PC, Programming, Art, Design

Buying a design partner 2
by Gamasutra Community [05.07.15]
"We playtest the game every week. At the end, we agree on design priorities for the next iteration, and I schedule my week based on these priorities."
Indie, Design

Video: Emily Short's advice on writing great game protagonists 1
by Staff [05.07.15]
At GDC 2015, noted interactive fiction game designer Emily Short (Galatea) gave a microtalk on how to create a protagonist that is interesting, engaging and will stimulate your players.
Console/PC, Indie, Design, Video

8 things I learned making Extrasolar 3
by Gamasutra Community [05.07.15]
"It didn't make any money. But I did learn a metric tonne about game writing, design, and giving your audience a sense of personal ownership of their actions in a fictional world."
Indie, Design

Yes, you have to write a game plot summary; and yes, it has to be good 4
by Gamasutra Community [05.07.15]
"A plot summary intended for dev team members in all disciplines as a way to solicit feedback, procure high-level 'buy-in,' and allow a team to have a clear understanding of all key parts of the narrative."
Console/PC, Design

Game Design Deep Dive: One-hit kills in Titan Souls Exclusive 6
by Mark Foster [05.07.15]
Mark Foster, lead designer and programmer: "We gave the player a one-hit death; when I added in the fights, I just left them as single-hit kills, too. I felt like this just made sense in terms of gameplay."
Console/PC, Indie, Design, Exclusive, Deep Dive

Get a job: The Workshop seeks a Level Designer  
by Staff [05.06.15]
The Evil Within and Sorcery contributor The Workshop is looking for a level designer to build CryEngine/Unreal levels alongside the team in its Marina Del Rey, CA office.
Console/PC, Design, Recruitment

Don't Miss: A frank chat with Oculus VR founder Palmer Luckey 9
by Christian Nutt [05.06.15]
Speaking in 2013, Palmer Luckey explains to Gamasutra what it takes to make a game look and feel right in VR -- and shares the tricks he hoped would help his headset trump the competition.
Console/PC, Design, Business/Marketing

Attend GDC Europe to see how top European indies make games  
by Staff [05.06.15]
German game devs will be at GDC Europe 2015 in August to share learnings from traveling and making games with indies across Europe, and how any game developer can release games on a weekly basis.
Console/PC, Social/Online, Indie, Serious, Design, Production, GDC Europe

We made a 'circle pong' game too, before Rotable. Here's what's going on 4
by Gamasutra Community [05.06.15]
"I want to explain how three developers -- ourselves, the guy from Rotable and the guy who made Pongo Pongo -- made three similar games without talking or seeing what the others did."
Smartphone/Tablet, Design, Production, Business/Marketing

Dark Souls: It's like an NES game! 57
by Gamasutra Community [05.06.15]
A deep analysis of how Dark Souls leaves behind modern game design tenets -- and is stronger for it -- in the guise of truly and meaningfully comparing it to retro games.
Console/PC, Design

Video: Making linear level design feel non-linear in Gone Home  
by Staff [05.05.15]
At GDC 2015, Fullbright's Kate Craig and Steve Gaynor take the stage to discuss the level design techniques they used to breathe life into the lifeless 3D levels that make up Gone Home.
Console/PC, Indie, Design, Video, Vault

Don't Miss: A look back at the history of Tony Hawk's Pro Skater 11
by Matt Barton, Bill Loguidice [05.05.15]
In this classic 2009 feature, authors Matt Barton and Bill Loguidice offer a history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

The creative influences of Sunset 4
by Gamasutra Community [05.05.15]
Tale of Tales' MichaŽl Samyn writes about building a first-person experience that resonates with his own influences and players: storytelling, love, interior design, and revolution in the 1970s.
Console/PC, Indie, Art, Design