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September 30, 2014
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September 30, 2014
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Updates » Design
Here are some of the developers making Gear VR games 3
by Alex Wawro [09.03.14]
Several notable developers have already stepped forward and pledged to build games for Samsung's smartphone-powered VR headset, which was announced today at a tradeshow in Berlin.
Smartphone/Tablet, Design, Production

Don't Miss: Sexism and sexuality in games 40
by GDC Vault Staff [09.03.14]
Video: Dragon Age lead writer David Gaider takes a look at how romantic characters evolved from Baldur's Gate II to the Dragon Age series in this GDC 2013 talk.
Console/PC, Indie, Design, Production, Business/Marketing, Video

What does $100 buy in Battlefield 4? 23
by Gamasutra Community [09.03.14]
As "in-game purchase tactics similar to those from the pure F2P realm are undoubtedly becoming a regular part of the premium game business," consultant Ethan Levy takes a close look at Battlefield 4.
Console/PC, Design, Business/Marketing

Game Design Deep Dive: Movement in Road Not Taken Exclusive 8
by Daniel Cook [09.03.14]
Spry Fox co-founder Daniel Cook writes about how and why they made a very specific game design decision in Road Not Taken, as part of a new Gamasutra series.
Console/PC, Indie, Art, Design, Production, Exclusive

Final Fantasy creator sees room to grow in mobile game design  
by Alex Wawro [09.02.14]
Sakaguchi shares some insight into what he's learned from his transition to mobile development as Mistwalker gears up to launch its first free-to-play mobile RPG, Terra Battle.
Smartphone/Tablet, Design, Production

Sony releases level editor that's open source and engine-agnostic 5
by Alex Wawro [09.02.14]
Developers in need of level design tech, take heart: Sony has released a standalone level editor that developers can download and use for free under the terms of the Apache 2.0 open source license.
Console/PC, Design

Blog: We're entering the era of auto-mode, on mobile 23
by Gamasutra Community [09.02.14]
"It seems backward at first to have the playing part, read fun part, of the game being managed by the AI, but after using that option for some time, I would say it is genius."
Smartphone/Tablet, Design

Don't Miss: Inside the PlayStation 4 with Mark Cerny Exclusive 73
by Christian Nutt [09.02.14]
Speaking to Gamasutra, PlayStation 4 lead architect Mark Cerny explains how he began the process of designing Sony's new system -- with developers' desires.
Console/PC, Social/Online, Design, Production, Business/Marketing, Exclusive

Teaching players how to play a match-three has never been this hard 3
by Gamasutra Community [09.02.14]
A journey toward player understanding of a mechanic: "When I first got the idea for Brain Putty, I thought it would be pretty easy to teach players the game. I was wrong."
Smartphone/Tablet, Indie, Design

GDC Next reveals talks on raw game design and kid-friendly apps  
by Staff [09.02.14]
Veteran game designer Tadhg Kelly and a panel of kid-friendly app developers sign on to spice up the speaker lineup at GDC Next 2014 featuring ADC this November.
Console/PC, Smartphone/Tablet, Design, Production, GDC Next

A Ludum Dare game postmortem: Limitations breed creativity 1
by Gamasutra Community [09.02.14]
"As far as limitations go I believe that it's better to know what you should not do as opposed to not knowing what to do. Hopefully my next LD submission will blow this one out of the water."
Console/PC, Smartphone/Tablet, Indie, Design

This Week in Video Game Criticism: Tropes vs Anita Sarkeesian and the Demise of 'Gamers' 15
by Kris Ligman [09.01.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the continued attacks against critic Anita Sarkeesian to Kotaku's decision to block support of indies through Patreon.
Console/PC, Social/Online, Design, Business/Marketing

Blizzard taps pro Hearthstone player to join its design team 2
by Alex Wawro [08.29.14]
Competitive Hearthstone player Ryan Masterton announced this week that he is joining Blizzard's ranks as an associate designer who will be "looking out for the interests of the player."
Console/PC, Smartphone/Tablet, Design

Don't Miss: Valve's design process for creating Half-Life 9
by Ken Birdwell [08.29.14]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Console/PC, Programming, Art, Audio, Design, Production

Video: #1ReasonToBe inspires European devs at GDC Europe 2014  
by Staff [08.29.14]
GDC Europe 2014 saw the triumphant European debut of one of the most popular GDC sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Video, GDC Europe

Get a job: Sucker Punch seeks a Lead Mission Designer  
by Staff [08.29.14]
The house that built InFamous: Second Son is looking to hire an experienced mission designer to take a lead role alongside the team in Sucker Punch's Bellevue, WA studio.
Console/PC, Design, Production, Recruitment

Constraining the design space of possibility 14
by Gamasutra Community [08.29.14]
"I have always defended 'laser-focused' game design that keeps only what is absolutely needed and cuts off any 'unnecessary' parts... but Iíve been exploring a more balanced approach."
Console/PC, Indie, Design

How I teach game design: Games and rules 6
by Gamasutra Community [08.29.14]
NYU's Eric Zimmerman: A rules-centric approach is a very dry and restrictive way of looking at game design. Itís a formal approach to game design (more on that below). But itís often incredibly useful."
Console/PC, Smartphone/Tablet, Indie, Design

Parodying Final Fantasy in a game jam: Rude Bear RPG 1
by Gamasutra Community [08.29.14]
"I already knew I was going to do an JRPG going in, because this is the seventh Rude Bear, and there was no way RBVII wasnít going to be a Final Fantasy parody."
Console/PC, Indie, Art, Design, Production

Video: Miegakure dev offers perspective on designing 4D movement 5
by Alex Wawro [08.28.14]
A new promotional video for Marc Ten Bosch's 4D puzzler Miegakure seeks to explain how the game implements four-dimensional movement as a puzzle-solving mechanic.
Console/PC, Indie, Design, Video