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March 3, 2015
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March 3, 2015
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Updates » Design
Road to the IGF: Game Oven's Bounden Exclusive  
by Leigh Alexander [02.11.15]
Though Game Oven is no more, its unique, physical dance game Bounden is up for the Nuovo category at this year's IGF -- we catch up with Adrian de Jongh as part of our ongoing interview series.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, Vault, IGF

Blog: Death of a game designer 87
by Gamasutra Community [02.11.15]
"I think it's time to exit stage left. I've had my fun... but for me, the game is over. How could this happen? Why has this happened? For me, being a game designer was all I'd wanted to be since high school."
Console/PC, Smartphone/Tablet, Design, Business/Marketing

Make time to attend the standout #1ReasonToBe panel at GDC 2015  
by Staff [02.11.15]
GDC 2015 officials welcome the return of one of the conference’s most popular sessions: the #1ReasonToBe panel, a rapid, fun microtalk-style celebration and exploration of what it means to be a woman in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Game Design Deep Dive: The save system of Alien: Isolation Exclusive 11
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive

Road to the IGF: Tender Claws' PRY Exclusive  
by Leigh Alexander [02.10.15]
Fans of interactive fiction have lots to be excited about with this year's IGF. We catch up with Tender Claws, creators of Excellence in Narrative nominee PRY, a storytelling game with a unique interface.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, IGF

Don't Miss: How the writer of Fallout 3 revitalized a legacy 10
by Chris Remo [02.10.15]
In this classic Q&A, Fallout 3 writer Emil Pagliarulo shares his thoughts on the craft of game writing and the challenges he faced in designing the narrative of a new Fallout game.
Console/PC, Design

Why having 'something to lose' helps you create better games Exclusive 16
by Leigh Alexander [02.10.15]
At a recent festival in Belgium, Adriaan de Jongh talked about the recent closure of his studio -- and how a stable, comfortable environment for dev teams may actually inhibit risky, experimental work.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Exclusive

Road to the IGF: Simogo's The Sailor's Dream Exclusive  
by Leigh Alexander [02.10.15]
It's Simogo's fourth year in the IGF awards, and this time we talk to the company's Simon Flesser about lonesome maritime mystery -- and Excellence in Audio nominee -- The Sailor's Dream.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive, IGF

See how Clash of Clans was made at GDC 2015  
by Staff [02.10.15]
At GDC 2015, Clash of Clans developer Jonas Collaros will speak frankly about the goals, challenges and pitfalls Supercell encountered across three "eras" of the hit game's development.
Smartphone/Tablet, Design, Production, Business/Marketing, GDC

How Portal 2 inspired our custom-made 3D level editor 4
by Gamasutra Community [02.10.15]
Taking inspiration from Portal 2, these devs created a powerful but simple-to-use level editor that still allows for the flexibility they need. Find out how.
Console/PC, Indie, Design, Production

See the future of game developer education at GDC 2015  
by Staff [02.10.15]
GDC officials highlight a handful of cutting-edge GDC 2015 talks from industry experts that directly challenge popular assumptions about what game education should be.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

Trying out Twine 2 2
by Gamasutra Community [02.10.15]
"This I think is Twine 2's greatest feature -- comfort. Being able to curl up on the sofa and just have ideas whilst you type. Being able to pull your Twine out of your bag and make adjustments when you think of something new."
Console/PC, Indie, Design

'I do and I understand': Turning your ideas into games 12
by Gamasutra Community [02.10.15]
"You don't learn how to ride a bike from a lecture. You get on that bike, fall down, and learn from your mistakes. You don't learn how to talk to people from a textbook. You make games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Steam Inventory: Now your game can offer persistent, tradable items to players 4
by Christian Nutt [02.09.15]
Valve's increasing feature-set for virtual itemization for third-party Steam developers expands with the Steam Inventory Service beta, which can power that functionality in your game.
Console/PC, Indie, Design, Production, Business/Marketing

Call for blogs: Nordic Game Jam participants, let's hear from you!  
by Christian Nutt [02.09.15]
Another successful game jam means another opportunity to write about your experiences and share them with your peers -- and hopefully enrich the jamming culture and their skillsets with your expertise.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

This Week in Video Game Criticism: What Would Sauron Play?  
by Kris Ligman [02.09.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the real definition of ludonarrative dissonance to the Lord of the Rings game Sauron would play.
Console/PC, Indie, Design

Motivational boosts and gamified fitness: What works? 1
by Gamasutra Community [02.09.15]
"So what's better, intrinsic or extrinsic motivation? The danger to extrinsic rewards, as many researchers have observed, is that it tends to diminish performance. Enthusiasm turns to boredom."
Smartphone/Tablet, Serious, Design

Going full-in on 4X strategy as an indie dev 3
by Gamasutra Community [02.09.15]
An ex-Paradox developer branches out on his own, to fulfill a dream: "Overreaching and trying to do too much is one of the easiest traps to fall into as a game developer, so we were very ruthless in our design."
Indie, Design, Production, Business/Marketing

Why is Tetris a mathematically perfect game that requires no tutorial? 15
by Gamasutra Community [02.09.15]
"Tetris is tremendously simple and intuitive. Design this simple speaks directly to our spatial reasoning and connects us to the gameplay instinctively. "
Console/PC, Indie, Design

Taking the VR plunge? Some tips from a multiplatform VR dev Exclusive 3
by Alex Wawro [02.09.15]
Gamasutra chats up the CEO of nDreams, the once-major PlayStation Home studio now embracing multi-platform VR development, for advice on what game devs should watch out for when taking the VR plunge.
Console/PC, Design, Exclusive