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November 25, 2015
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November 25, 2015
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Updates » Design
Prototypes: The Lego blocks of game development 2
by Gamasutra Community [11.03.15]
"By creating a ton of prototypes, I feel Iíve created a solid game development methodology that should benefit anyone creating games by themselves or on a team."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Designing a puzzle game to be played with non-human senses  
by Staff [11.03.15]
At GDC Europe 2015 indie game maker Ivan Notaros shares what he learned in making Scanner, a unique puzzle game that replaces the player's natural vision with a photo-based "poor man's 3D scanner."
Indie, Design, Video

Don't Miss: The making of Star Wars: Droidworks GDMag Exclusive 1
by Jon Blossom & Collette Michaud [11.03.15]
This Game Developer Magazine postmortem details the making of Lucas Learning's classic 1998 game, which taught young Padawans about using the forces of Energy, Magnetism, Motion, and Light.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Ms. Pac-Man is the star of a Classic Game Postmortem at GDC 2016  
by Staff [11.03.15]
Veteran designer and engineer Steve Golson will be delivering a Classic Postmortem of his influential Ď80s arcade game Ms. Pac-Man at GDC 2016 in March!
Console/PC, Design, GDC

5 tips for A/B testing in free-to-play games  
by Gamasutra Community [11.03.15]
"The impact of any changes you make to a game need to be measured, so youíre likely to use A/B testing, but your method can dramatically impact how meaningful your results are."
Social/Online, Design

How Renowned Explorers folds diplomacy into its combat system 5
by Phill Cameron [11.03.15]
Adriaan Jansen of Abbey Games explains the process of designing a sophisticated combat system that accommodates diplomatic strategies, and tracks the shifting mods and attitudes of characters.
Console/PC, Indie, Design, Production, Video

This Week in Video Game Blogging: From No Man's Sky to the level design of Phantasy Star II  
by Critical Distance [11.02.15]
"This week, our partnership with Critical Distance brings us picks on how Spore's and No Man's Sky's have been anticipated in the press to level design as storytelling in Phantasy Star II."
Console/PC, Indie, Design

Treyarch aims to add mod tools and a map editor to Black Ops 3  
by Alex Wawro [11.02.15]
The studio is pledging to try and release official mod and mapping tools for the PC version of Black Ops 3 next year, placing it in stark contrast to recent Call of Duty and Battlefield games.
Console/PC, Design

Don't Miss: Creating the handcrafted art of Lumino City 1
by Phill Cameron [11.02.15]
IGF Finalist Lumino City just debuted on iOS, and a whole new audience is discovering its unique handcrafted visuals. We interviewed developer State of Play about the game earlier this year.
Smartphone/Tablet, Indie, Art, Design

Classic Postmortem: Asheron's Call GDMag Exclusive 1
by Toby Ragaini [11.02.15]
This long-running MMORPG turns 16 today. Designer Toby Ragaini wrote a postmortem of the game's design Game Developer magazine, which is published here online for the first time to mark the occasion.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

The three biggest ways to fail players in free-to-play games 3
by Gamasutra Community [11.02.15]
"If you want to create fun experiences for your players, you have to know not only the best ways to do that, but also the biggest pitfalls that can block that."
Smartphone/Tablet, Design

Why you should be checking out this year's interactive fiction competition  
by Gamasutra Community [11.02.15]
Interactive fiction expert Emily Short: "As I write this, we're 2/3 of the way through the judging period. ... I think it's already safe to say that we're looking at the comp's most impressive year yet."
Indie, Design

Why it's good to avoid large decision spaces 6
by Gamasutra Community [11.02.15]
"Thatís why Go beginners are taught on smaller boards. Smaller boards mean smaller decision spaces, and that means that players with limited experience and knowledge can still make informed decisions."
Console/PC, Indie, Design

The making of The Beast Within: A Gabriel Knight Mystery 2
by Gamasutra Community [11.02.15]
"Jensen decided the time had come to test his strength of character. She dug up her original idea of Gabriel investigating a series of murders that locals believed to be the work of a werewolf."
Console/PC, Design, Production, History

Designing difficulty in role-playing games 12
by Bryant Francis [11.02.15]
Difficulty isn't just about adjusting numbers for "Easy," "Medium," and "Hard" mode. Three developers share tips on how to use difficulty to make an RPG more deep, flexible and engaging.
Console/PC, Design

Don't Miss: How 343 artists redesigned the look and feel of Halo 2
by Colin Campbell [10.30.15]
"It is about designing the character, but it's also about storytelling." 343 Industries senior concept artist Gabriel "Robogabo" Garza obsessed for years over the design of Halo 4's updated Master Chief.
Console/PC, Art, Design

Microtransaction migration: Team Fortress 2 vs. Payday 2 2
by Gamasutra Community [10.30.15]
"Taking a game and making it F2P is not a light decision; you need to provide benefits to new players while not stepping on the toes of your dedicated fanbase."
Console/PC, Design, Business/Marketing

Classic Postmortem: Silent Hill 4: The Room GDMag Exclusive 2
by Akihiro Imamura & Akira Yamaoka [10.30.15]
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

Is the video game market ready for polarizing games? 2
by Gamasutra Community [10.30.15]
"Corpse of Discovery is a very polarizing videogame. It is game that only resonates with an audience that has experienced some sort of loss or failure, someone who has missed out on things or regret from their choices."
Indie, Design, Business/Marketing

UX walkthrough: Anatomy of a usability test in video games 5
by Gamasutra Community [10.30.15]
"User experience design has become the mainstay of creating intuitive and rewarding offline, online digital experiences, be it across web, apps physical products or more recently GAMES."
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing