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July 29, 2015
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July 29, 2015
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Updates » Design
Don't miss: The storytelling secrets of Virtue's Last Reward 7
by Christian Nutt [07.07.15]
With Zero Escape 3 formally announced, let's take a look back at what made the last game in the series so notable -- its unique and clever narrative-based game design.
Console/PC, Design

Video: Innovating interactive fiction with 80 Days' Jon Ingold 1
by Staff [07.07.15]
At GDC 2015 Inkle co-founder Jon Ingold explains how the outfit's design strategies evolved to produce games like 80 Days, and how it successfully fields interactive fiction games on mobile devices.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Video, Vault

Blog: What 'really happened' to Tale of Tales' Sunset 8
by Gamasutra Community [07.07.15]
The Astronauts' Adrian Chmielarz takes a look at the game: "The game was technically and visually the best that Tale of Tales ever produced. It tried to tell a meaningful story and be a meaningful experience."
Console/PC, Indie, Design, Business/Marketing

'Our love for videogames': Tale of Tales' approach to the medium 13
by Gamasutra Community [07.07.15]
"We are sad that we havenít been able to make anything we can consider a masterpiece. We can only hope that our modest contribution can inspire future, more capable generations."
Console/PC, Indie, Art, Design, Production, Business/Marketing

ARK hits 1 million sold, reveals UE4 modding toolset  
by Bryant Francis [07.07.15]
Studio Wildcard has announced new modding support for hit Steam early access game Ark: Survival Evolved, which has now sold an impressive 1 million copies.
Console/PC, Programming, Art, Design, Production

Shadow play: On Feist coming back from the dead  
by Phill Cameron [07.07.15]
We talk to Bits and Beasts about their soon-to-be-released Feist, and the challenges of spending six years developing the same game.
Console/PC, Indie, Programming, Art, Design, Production, Video

Get a job: Red 5 Studios seeks a UX/UI Designer  
by Staff [07.06.15]
Firefall developer Red 5 Studios is looking for an experienced UX/UI designer join the team at the studios' Irvine, CA offices and work on functional/visual design of in-game assets.
Social/Online, Design, Recruitment

Video: Making games about rich experiences, not addiction  
by Staff [07.06.15]
At the GDC 2014 'Rant Apocalypse" session, academic and author Heather Chaplin delivers an argument against game developers modelling the games they make to take advantage of addictive behavior.
Social/Online, Smartphone/Tablet, Design, Video, Vault

Don't Miss: An in-depth look at good composition in level design 11
by Gamasutra Community [07.06.15]
In this timeless blog, a veteran FPS dev takes a deep look at what goes into creating levels with a sense of visual composition -- and how you can guide players to experience your gameplay best.
Console/PC, Smartphone/Tablet, Indie, Design

Procedural level generation in The Dungeoning 6
by Gamasutra Community [07.06.15]
Tips and tricks for creating a procedural 2D level generator from a dev of a game who's already done it: "this blog addresses the methods I used, warts íní all."
Console/PC, Indie, Programming, Design

Examining organic tutorials 2
by Gamasutra Community [07.03.15]
"What makes organic tutorial design work so well is that the player is learning how these mechanics work via situations and challenges that the game is built around."
Console/PC, Indie, Design

Making design tools in Unity: Creating WorldShape  
by Gamasutra Community [07.03.15]
"How does our WorldShape tool actually work? How might you create your own similar tools? I wonít be able to explain every aspect of Unity, obviously, but Iíll try to point you in the right direction."
Console/PC, Indie, Programming, Design

Blog: Letting our differences bring us together 7
by Gamasutra Community [07.03.15]
A rumination on games that satisfy different people: "I thought about other games I wished I could enjoy with my wife, who prefers a more methodical and thoughtful approach than I usually take."
Console/PC, Smartphone/Tablet, Design

Mod Mentality: How Tabletop Simulator was made to be broken Exclusive 3
by Alex Wawro [07.03.15]
Indie devs (and former modders) Jason Henry and Kimiko chat with Gamasutra about why they developed an "online tabletop sandbox" game aimed explicitly at modders, and what they learned along the way.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

The best in Japan: CEDEC shares 2015 award nominees  
by Christian Nutt [07.02.15]
CEDEC has shared the nominees for its annual awards across five categories, including popular games like Final Fantasy XIV. It's a peek into how Japan's industry works.
Console/PC, Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing

Video: How Other Ocean made #IDARB (and you can too!)  
by Staff [07.02.15]
As part of the GDC 2015 Game Career Seminar's 'Micromortems' session, Other Ocean's Mike Mika and Frank Cifaldi playfully break down the design process of their hit multiplayer game #IDARB.
Console/PC, Indie, Programming, Art, Design, Production, Video, Vault

Don't Miss: 20 fun facts about hex grids 28
by Gamasutra Community [07.02.15]
In this light-herated, timeless post, a studio shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design

Blog: Early success considered harmful 1
by Gamasutra Community [07.02.15]
"Unfortunately, the first game I designed was a success. It was a product of serendipity. I hadnít planned on being a game designer."
Indie, Design, Production, Business/Marketing

Designing You Must Build A Boat amid the rising tide of game releases Exclusive 2
by Alex Wawro [07.02.15]
Indie dev Luca Redwood opens up about his experience trying to follow up his hit mobile game 10000000 with You Must Build A Boat amid a rising tide of game releases that make discoverability tough.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, Exclusive

Video: A design retrospective of Civilization: Beyond Earth  
by Staff [07.01.15]
Civlization: Beyond Earth leads David McDonough and Will Miller reveal how they took evolved the perennially popular civilization-building game for humanity's possible future on an alien planet.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault