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July 3, 2015
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July 3, 2015
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Updates » Design
Crossover strategies: A player's experiences with our mixed-reality GPS game  
by Gamasutra Community [06.11.15]
"Our game saw several thousand players running the streets of Zurich in a 1.5 hour game of last-man-standing. I decided to interview the winner, Markus Liechti."
Smartphone/Tablet, Design

Reward me, demotivate me 7
by Gamasutra Community [06.11.15]
"Before, I was self-directed, pursuing my own goals, and I came back to the game. With the daily quests, I did come back to the game, but I was only playing for about 15-20 minutes a day."
Smartphone/Tablet, Design

The design of Assassin's Creed: Creating a flow state 2
by Gamasutra Community [06.11.15]
"Ubisoft games have been observed to share a lot of game mechanics. The formula gradually evolved through the years but took its roots in the first open-world title of the company, Assassin's Creed."
Console/PC, Design

Multigenerational mayhem: Exploring Massive Chalice's bloodline system 1
by Bryant Francis [06.11.15]
The goal was to challenge players by adding deaths, marriages, and births to turn-based combat. The resulting system challenges players in a number of other interesting ways as well.
Console/PC, Indie, Design

Don't Miss: How Insomniac made the very first Ratchet & Clank Exclusive  
by Ted Price [06.10.15]
In this classic 2003 postmortem, Insomniac's Ted Price reveals how the very first Ratchet & Clank came together and spawned a multi-platform franchise.
Console/PC, Programming, Design, Production, Exclusive

Introducing Trinity, a game design methodology 6
by Gamasutra Community [06.10.15]
"As a game designer, your job (in a very practical sense) is asking the players questions. The players’ job is to answer those questions using the tools you give them."
Console/PC, Indie, Design

Tightening the world-plot interface: Or, why I am obsessed with conversation models 2
by Gamasutra Community [06.10.15]
Emily Short explores what would really be required to make the mechanics of story become the mechanics of a game.
Console/PC, Smartphone/Tablet, Indie, Design

Why players hate (some) motion controls 2
by Gamasutra Community [06.10.15]
Jamie Madigan explores the psychology of why Wii Sports is fun, but other uses of motion controls get players' hackles up when developers implement them.
Console/PC, Design

Design lessons from The Witcher III 20
by Gamasutra Community [06.10.15]
A post that focuses on "some subtle design decisions which ease user experience throughout the game world" made by CD Projekt RED.
Console/PC, Design

Why Hearthstone could be a game-changer for free-to-play design 17
by Gamasutra Community [06.10.15]
Wooga product lead Ed Biden teases apart what makes Blizzard's Hearthstone so special, from a free-to-play design standpoint -- offering insights crucial to F2P mobile devs, but not just them.
Smartphone/Tablet, Design, Business/Marketing

Video: Deconstructing the successful design of Crossy Road  
by Staff [06.09.15]
At GDC 2015, Crossy Road devs Andy Sum and Matt Hall offer deep insight into their game's production and how the viral hit was developed in just 12 weeks as an experiment in free-to-play game design.
Smartphone/Tablet, Design, Production, Business/Marketing, Video, Vault

GDC Europe: Learn how Epic is openly developing Unreal Tournament  
by Staff [06.09.15]
Come to GDC Europe 2015 this August to hear Epic Games' Jim Brown explain the harsh lessons the storied studio learned while experimenting in open development of Unreal Tournament.
Console/PC, Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, GDC Europe

How Everybody's Gone to the Rapture is a response to the state of game writing 1
by Gamasutra Community [06.09.15]
The Chinese Room's Dan Pinchbeck (Dear Esther) discusses how recent games have influenced the course of the writing for his latest project: Everybody's Gone to the Rapture.
Console/PC, Indie, Design

Postmortem: Oculus MobileVR jam grand-prize winner, SteamCrew VR 1
by Gamasutra Community [06.09.15]
Jean-Edouard Fages, one of the developers of $200,000 platinum prize-winner SteamCrew VR, recounts what worked over its week-long dev process -- and what did not.
Console/PC, Indie, Design, Production, VR

'Things we create tell people who we are': Designing Zachtronics' TIS-100 Exclusive 10
by Alex Wawro [06.09.15]
Gamasutra speaks to Zachtronics founder Zach Barth and compatriot Matthew Burns about why they've launched the arcane assembly language puzzle game TIS-100, and what value they found in telling its story.
Console/PC, Indie, Programming, Design, Exclusive

Video: How to make your game just completely hilarious 1
by Staff [06.08.15]
Stanley Parable co-creator William Pugh takes the stage at GDC 2015 to deliver a talk on humor in games that's both amusing and remarkably adept at breaking down what it takes to make a comedy game.
Console/PC, Indie, Design, Video, Vault

Don't Miss: Mega Man 9's producer on making a NES game -- in 2008 10
by Christian Nutt [06.08.15]
In this classic 2008 interview, Capcom's Hironobu Takeshita speaks to the difficulties (and freedoms) of crafting a true retro experience, and to his vision for the future of video game development.
Console/PC, Programming, Design, Production

Blog: Why The Witcher III is a step forward for ethnic diversity in games 69
by Gamasutra Community [06.08.15]
"I sympathize with Moosa, and agree that diversity in games is generally pretty dismal. But in targeting The Witcher 3, I believe that Moosa ... has inadvertently attacked the very diversity he seeks to promote."
Console/PC, Design

This Week in Video Game Criticism: From race in Witcher 3 to local level design 4
by Kris Ligman [06.08.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from race politics of The Witcher 3 to a philosophy of local level design.
Console/PC, Indie, Design

Implementing an enemy spawn system inspired by Left 4 Dead 1
by Gamasutra Community [06.08.15]
"The enemies are spawned by a central entity that monitors past spawned waves and player behavior. The system uses a weighted randomized mechanism to choose their location, numbers and attributes."
Console/PC, Indie, Programming, Design