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May 20, 2013




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Updates » Design
EVO's fighting game gurus are trying something completely different 1
by Kris Ligman [04.30.13]
EVO co-founders Tom Cannon and Tony Cannon's newest endeavor, Stonehearth is a community-based city-building MMO in which players can create their own models and script new behaviors using Lua.
Console/PC, Indie, Programming, Design

Gree's looking into monetizing fun instead of friction Exclusive 6
by Kris Graft [04.30.13]
Charging players to circumvent the "grind" in free-to-play games is one way to make money. But now Gree's wondering if it can make money without the grind, and focus on selling the fun instead.
Social/Online, Smartphone/Tablet, Design, Business/Marketing, Exclusive

Richard Bartle on using his Bartle Types for gamification 2
by Gamasutra Community [04.30.13]
Bartle Types, which identify player types, are seminal -- and are often overextended away from the MUD players they were designed to understand. In this interview, Bartle discusses their expansion.
Social/Online, Smartphone/Tablet, Design, Business/Marketing

Get a job: Generalists welcome at Sojo Studios  
by Kris Ligman [04.30.13]
NY-based Sojo Studios seeks Generalist Game Engineer. "Are you interested in creating technology that drives communities and helps make the world a better place through charitable giving? Then we want you!"
Smartphone/Tablet, Programming, Design, Production, Recruitment

Designing a machine that makes Mario levels 1
by Gamasutra Community [04.30.13]
This blog post explores the Infinite Super Mario Bros. project -- an attempt to build and refine a series of programs for procedurally generating a variety of Mario levels.
Console/PC, Indie, Programming, Design

Watch how Oculus Rift can put your virtual self in a game  
by Mike Rose [04.30.13]
Independent developer Kelly Weaver has combined the technology of the Oculus Rift virtual reality visor with a pair of Razer Hydra motion controllers, to create a full body awareness demo.
Console/PC, Design, Video

Blog: 7 essential elements of a game story 5
by Gamasutra Community [04.30.13]
Fresh from a week of working out the story of his latest game, indie developer Paul Sztajer offers a rumination on what he thinks stories in games need to have.
Console/PC, Indie, Design, Business/Marketing

An interview with the co-founder of 3D Realms - from 1997  
by Gamasutra Community [04.30.13]
This Q&A with Apogee/3D Realms co-founder Scott Miller offers an interesting snapshot of the mindset of a game studio boss in the late 90s, on the heels of Duke Nukem 3D's success.
Console/PC, Indie, Design, Business/Marketing

Video: Game Design Challenge determines humanity's last game  
by GDC Vault Staff [04.29.13]
Game Design Challenge winners from the past 10 years gathered at GDC 2013 to share their designs for the last game that humanity will ever play; only one walked away grand champion, by audience vote.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video

Life.Love Game Design Challenge offers $5k prize  
by Kris Ligman [04.29.13]
Now in its sixth year, the Life.Love Game Design Challenge calls upon developers to design a game to educate players about teen violence, but without using violence within the game itself.
Serious, Programming, Design, Production

Four perspectives on personal games Exclusive 1
by Leigh Alexander [04.29.13]
Progressive game creators are making video games that are more expressive than ever. Here are four unique understandings of the design of personal games.
Indie, Programming, Design, Exclusive, Video

This Week in Video Game Criticism: From Magic to Dragon's Crown 1
by Johannes Köller [04.29.13]
This week, our partnership with game criticism site Critical Distance brings us picks from Johannes Köller on topics including Dragon's Crown, how magic is modeled in games, and more.
Console/PC, Indie, Art, Design

5 tips for humor, from Far Cry 3: Blood Dragon's creative lead Exclusive 11
by Kris Ligman [04.29.13]
Gamasutra chats with Dean Evans, creative director of the upcoming nostalgia-fueled first-person shooter Far Cry 3: Blood Dragon, on how to do 80s cheese the right way.
Console/PC, Design, Production, Exclusive

Blog: The failures of Guild Wars 2's player economy 25
by Gamasutra Community [04.29.13]
Monetization consultant Ramin Shokrizade is back with an in-depth look at the popular MMO's economy -- and he doesn't like what he sees.
Console/PC, Social/Online, Design, Business/Marketing

November's GDC Next, App Developers Conference open for talk submissions  
by Staff [04.29.13]
The brand new future-focused GDC Next show in L.A. is calling for talk submissions through May 29th, alongside the co-located, non-game focused App Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Postmortem 4-in-1: FTL, Dyad, Dragon Fantasy, War Commander 5
by Staff [04.29.13]
Four postmortems to help you stay current on every potential platform out there. Find out what went right and what went wrong in development of these noteworthy games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Respecting the player's wallet GDMag Exclusive 65
by Damion Schubert [04.29.13]
Free-to-play is a design opportunity, says BioWare Austin's Damion Schubert, who looks into how developers can cater to their big spenders while still integrating free players into the experience.
GD Mag, Design, GD Mag Exclusive

How can games contain and convey values? Exclusive 24
by Leigh Alexander [04.26.13]
Mary Flanagan (Critical Play) shares examples of her increasingly-analog work and its associated research to show that games can carry biases -- or they can teach about the dissolution of prejudice.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Production, Exclusive

CCP testing Oculus Rift waters with EVE spinoff 1
by Christian Nutt [04.26.13]
The Icelandic MMO developer is branching out with a Unity tech demo -- and it gave hands-on to the press and EVE players at its recent Fan Fest in Reykjavik.
Console/PC, Design, Business/Marketing

Making Halo 4: A story about triple-A 14
by Staff [04.26.13]
In a time that has seen the rise of small teams creating games, Halo 4 represents high-budget, high-production, proper "A-A-A" development. Here's the story of one of last year's biggest productions.
Console/PC, Design, Production, Business/Marketing