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October 9, 2015
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October 9, 2015
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Updates » Design
Don't Miss: Why can't music software be a game? Enter Panoramical 5
by Mike Rose [09.17.15]
David Kanaga, the composer behind games like Proteus, DYAD, and the recently-released Panoramical, speaks in 2014 about how some of his favorite games aren't games at all.
Indie, Design

Don't Miss: Modeling epiphany in The Witness 32
by Leigh Alexander [09.17.15]
In this classic feature, Leigh Alexander catches up with Jon Blow about The Witness, and asks the enigmatic designer some questions she has always been afraid to ask him.
Console/PC, Indie, Design

Valiant Hearts director designs indie game to help teach music history  
by Alex Wawro [09.16.15]
Valiant Hearts co-director turned indie developer Joan Fanise talks briefly about the design goals and development process of emotive rhythm game Lost In Harmony, his studio's debut game.
Indie, Design, Video

Video: Blending handmade detail into your game's procedural world  
by Staff [09.16.15]
At GDC Europe 2015 indie game designer Mark Johnson speaks to the difficult balance between handmade and algorithmic content in games that use both, and how devs can deftly blend them together.
Console/PC, Indie, Programming, Design, Production, Video, Vault

Obituary: Game developer Stewart Hogarth 12
by Alex Wawro [09.16.15]
Gamasutra has learned that Stew Hogarth, a game designer in Scotland known for making games like I Am Level and Super Dungeon Run, passed away yesterday at the age of 31.
Indie, Design

Don't Miss: How Bungie designed and built the world of Destiny 20
by Staff [09.16.15]
Learn about the four pillars that guide the world design for Bungie's recently-updated Destiny from art director Christopher Barrett and design director Joe Staten in this classic GDC 2013 talk.
Console/PC, Design, Production

The design decisions that turned Relativity into Manifold Garden 3
by Phill Cameron [09.16.15]
We talk to William Chyr about the design decisions the led him to change the title of his game from Relativity to Manifold Garden just a few months before release.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Don't Miss: A Game Design Deep Dive into Amnesia's 'Sanity Meter' Exclusive 18
by Thomas Grip [09.15.15]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. In this timeless feature, creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Indie, Design, Exclusive

Communicating complex mechanics without words in RETSNOM 2
by Joel Couture [09.15.15]
How an indie developer with little knowledge of foreign languages--and no money for translation assistance-- designed a complex and nuanced indie game with an international audience in mind.
Console/PC, Indie, Design, Video

Eclipsing mechanics 2
by Gamasutra Community [09.15.15]
"Adding bad choices, or in this case making an old choice bad by eclipsing it, doesn't give the players more room to express themselves; it adds traps into the game."
Console/PC, Design

'You are surrounded by potential allies' - An excerpt from SuperBetter  
by Jane McGonigal [09.15.15]
An extract from Jane McGonigal's new book, SuperBetter, in which she examines research on how "games can help us get stronger, happier, healthier, and more resilient."
Smartphone/Tablet, Design

Don't miss: 10 years ago, World of Warcraft was infected by Corrupted Blood 2
by Kyle Orland [09.14.15]
A decade ago, World of Warcraft was hit by a plague. Epidemiologist Nina H. Fefferman, Ph.D, discusses the lessons learned.
Console/PC, Social/Online, Design, Business/Marketing

This Week in Video Game Criticism: From stealth games to Shigeru Miyamoto  
by Eric Swain [09.14.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from the queer masculinity of stealth games to a level design chat with Shigeru Miyamoto.
Console/PC, Indie, Design

Don't Miss: David Cage's Indigo Prophecy postmortem 5
by David Cage [09.14.15]
In this classic 2006 Game Developer Magazine article, Indigo Prophecy/Fahrenheit creator David Cage writes candidly about what went right -- and wrong -- during the game's development.
Console/PC, Design, Production

Putting an HTML5 game on Steam: A Wizard's Lizard postmortem 6
by Gamasutra Community [09.14.15]
Lost Decade Games' Matt Hackett opens up about what went right and wrong with the launch of the studio's unconventionally-funded Steam game built on web technology.
Console/PC, Indie, Programming, Design, Production

Opinion: What can game devs learn from 19th century art?  
by Katherine Cross [09.14.15]
Nineteenth century artist Gustave Caillebotte showed how old methods could be used to tackle new subjects in a stunningly expressive way. Game devs can do the same, says columnist Katherine Cross.
Art, Design

Making a new game from an old genre with Horizon Chase 5
by Gamasutra Community [09.14.15]
Horizon Chase's roots draw from the conventions set by racing games from the late 80s and early 90s. Here's how developer Felipe Dal Molin brought those conventions to iOS.

How making our community happy caused us big heartache 9
by Gamasutra Community [09.14.15]
Following their fans, Black Forest Games developed the multiplayer spin-off Giana Sisters: Dream Runners -- and got bashed for it. Here are the studio's takeaways.
Design, Production, Business/Marketing

Seth Killian's 3 principles for bringing fighting games online 2
by Bryant Francis [09.14.15]
How do you take the fighting game genre--which was designed for lag-free local multiplayer--and make it work online? You have to fiddle with several of the fundamentals, according to Seth Killian
Console/PC, Indie, Programming, Design, Video

Lara Croft Go dev: Remake how you felt playing a classic game, not the game itself 5
by Alex Wawro [09.11.15]
Lara Croft Go dev Antoine Routon describes how he and his team tried to recreate what they remember it feeling like to play the earliest Tomb Raider games, rather than the games themselves.
Smartphone/Tablet, Design